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Published by archangel777, 2022-05-24 19:56:35

Priest Spell Compendium Volume 1

Priest Spell Compendium Volume 1

Castigate f

Castigate @ or object. The spell does not drive spirits out of ob-
jects that are their proper homes (such as trees or
(Abjuration) fetishes), nor out of a willing host.
Sphere: Combat
The exact performance of this spell varies from
Level: 3 shaman to shaman. Some conduct formal rituals,
Range: 60yards ending with the sacrifice of an animal to appease
the spirit; others prefer long and passionate exhor-
Components:V, S,M tations, insulting, threatening, flattering, and plead-
Casting Time: 3 ing with the spirit to leave; a third method is t i beat
the subject until the possessing spirit departs. Each
Duration: Instantaneous shaman, when first learning this spell, determines
Area of Effect: 20-ft. radius which of these three methods he or she uses. Often
Saving Throw: Special this choice is culturally determined; no shaman can
switch between methods at whim.
By means of this spell, the shukenja can deliver
a blasting rebuke upon his foes. The spell's effect The first method requiresp r o p ritual equipmen<
depends on the alignment of those within the area and an appropriate animal to sacrifice. The second
of effect. Foes of the same alignment as the method requires a successful Charisma check from
the shaman (and/or a particularly fine piece of role-
shukenja must make a successful saving throw vs. playing from the player). The third inflicts Id3 points
of damage upon a creaturethat is host to a spirit.
spell or be deafened for ld3 rounds by the blister-
ing words of the caster. Foes with a difference of The spirit is allowed a saving throw vs. spell to
one alignment component (lawful, neutral, partially resist the casting out.. If successful, the
spirit has been cast out, but can return to its victim,
chaotic, good, or evil) suffer 1point of damage per or perhaps another person or object in the area,
level of the caster. A successful saving throw vs.
spell reduces this damage to '/i point per level. Notes: Restricted to shamans, uncommon.
Foes with both alignment components different
cause mnaness or Deafness
from that of the caster suffer ld4 points of damage
per level of the caster Again, a successful saving Cause Critical Wounds
throw vs. spell reduces the damage by half. A
lawful good shukenja casting this spell would Cause Disease
deafen foes of lawful good alignment, inflict 1
point of damage per level upon foes of lawful neu- Cause Fear
tral, lawful evil, chaotic good, and neutral good
Cause Insanity
alignments, and would inflict Id4 points of
damage per level to foes of true neutral, neutral

evil, chaotic neutral, and chaotic evil alignment.
The material component is the shukenja's holy

symbol.
Notes: Common for priests from an oriental

sening; otherwise, very rare.

Ca..ting Out Cause Intermediate Wounds
Cause Light Wounds
(Abjuration)
Sphere: Summoning

Level: 2 Cause Moderate Wounds
Range: 10 yds.
Components: V, S Cause Paralysis
Casting Time: 1 Nrn
Duration: Instantaneous Cause Scurvy
Area of Effect: 1 spirit
Saving Throw: Special Cause Serious Wounds

Through this spell a shaman can attempt to dis- Reversed forms of the corresponding cure spells
m i s s any spirit that is forcibly possessing a person (and remove fear). These reversed f o m s are used
by evilpriests.

> Ceremony -Cleric

Celestial Protection the spell. The mark is visible tn the casting priest
and all followers of the same faith. Priests of the
(Ahjoration) same alignment who worship other deities cannot
Sphere: Protection see the mark, but instinctively react to a censured
creature with fear, hatred, and aversion and do not
Level: 6 trust nor willingly aid it.
Range: Touch
Components:V, S, M Those of the caster’s faith refuse tn aid or even
Casting Time: 8
Duration: 1 turn/level approach the censured creature. ignoring it if it at-
Area of Effect: Creature touched tempts tn deal with them and driving it away if it
Saving Throw: None tries to enter a building, a home, or even a territory
controlled by one who can see the mark Members
This spell allows a priest to channel the patron of the caster’s faith strike at the marked creature if
deity’s power to mimic the protection a celestial necessary to drive it away from places they con-
being, such as a deva, has. This protection is de- trol; they feel compelled to do so if the creature
fined by the following: does not quickly leave after less violent means of
persuasion are tried first.
Subject suffers half damage from acid, cold, and
elecmcity. To those of the caster’s faith, the mark shines
Subject is immune to poison of all types. clearly through clothing and disguises, including
Subject can be struck only by weapons of +I or magic such as alter self and shapeshifting, and
better enchantment. even invisibility. However,the mark is invisible to
the one bearing it-who may not even know of its
This spell can be cast upon another or on the existence if it was bestowed in a battle or while the
caster. In addition to standard sphere limitations, creature was asleep or unconscious. Worshipers
this spell is available only to priests worshipping can thus readily spy upon and follow those marked
deities of good alignment. as enemies even in crowds or busy city streets.

The material component is a vial of holy water, The mark is revealed by detect magic or a sim-
which must be used to anoint the subject’s head. ilar spell and can readily he removed by means of
a dispel magic spell. Priests are warned that
Notes: Granted only by deities of good align- misuse of such a spell brings about swift divine
ment. disfavor.

Celestian, Meteors .of The material component of this spell is the
caster’s holy symbol.
See metenrs of Celestian.
Notes: Known tn be uncommnn in the
Censure FORGOITERNEALMsSetting.

(Alteration, IIlosiodPhantasm) Ceremony -Cleric
Sphere: All
(Invocation)
Level 4 Sphere: All
Range: Touch
Components:V, S, M Level 1
Casting Time: 7 Range: Touch
Duration: 12 hrs.ilwel Components:V, S , M
Area of Effect: Creature touched Casting Time: 1 hr.
Saving Throw: Neg. Duration: Special
Area of Effect: 1creature, one item, or mea
To enact this spell, the priest must touch the Saving Throw: Special

subject creature with his holy symbol. If a success- The ceremony spell represents certain func-
ful attack roll shows the priest has done so, the tions carried nut by religious organizations, and
priest then, by word and gesture, “casts nut” the has various applications, depending on the level of
creature, which is allowed a saving throw vs. spell. the priest. A ceremony does not leave behind an
If the saving throw fails, the creature is marked by aura of magic (although in some cases an aura of
good or evil might be present and thus detectable),

J L101

ceremony -Cleric f

and the effects of a ceremony cannot he dispelled. saving throw, which can be taken at any time after
Specific ceremonies v q from religion to religion. the coming of age ceremony is completed. In some
hut usually encompass these functions: cultures,the coming of age ceremony has a symbolic
significance, such that an adolescent must receive
1st-levelcleric: coming of age, burial, marriage this blessing before he or she can enjoy the rights
3rd-level cleric: dedication, investiture, consecrate and privileges of adulthood.

item Burial magically protects a corpse, and bestows it
5th-level cleric: ordination,special vows with the blessing of the religious organization.The
7th-level cleric: consecrate gmund body is shielded for one week as if hy a pmtection
9th-level cleric: anathematize fmm evil spell, and anyone trying to disinter the
corpse within that time must make a saving throw
Each of these varieties of the ceremony spell vs. spell or stop and flee in fear for one turn.
requires a priest of the indicated level or a higher
one, with additional restrictions as described Marriage has no tangible after-effect (it does not
below. All ceremony spells except anathematize guarantee happiness or harmony), hut it usually
have no saving throw, since the recipient is either carries a moral or legal significance, not dissimilar
inanimate or presumed to be willing; these simply to the various rites of mariage that are performed
fail if performed on someone who is unwilling to in our real world.
receive the benefit. Briefly, the ceremonies listed
do the following things: Dedication allows the recipient of the spell to he
taken into the ranks of the performing priest’s reli-
Coming ofage is a limited fmof bless spell that is gion, making that person a sanctioned worshiper
performed upon a young man (and in some cultures of the priest’s deity. The effect of a dedication is
a young woman) at some point relatively early in permanent, unless the worshiper demonstrates a
life, often the age of 12.A young person who under- desire to change allegiance to a different deity, In
goes this ceremony receivesa +1 honns to any single

LJ 102

such a case, the earlier dedication can be overrid- it has no effect if it is done as an afterthought.

den by a new dedication performed by a priest of a Consecrate ground can be used on a plot of land
destined for use as a graveyard, and in such a case
higher level than the one who performed the previ- the graveyard itself automatically turns undead
ous dedication.
each round with the same effectiveness as a 3rd-
Investiture must be performed on any aspiring level cleric. (Or, if the consecration of a would-be
priest before that individual can achieve the status graveyard is performed by an evil cleric, any
of a 1st-levelpriest.
undead creaturesoccupying the area are treated as
Consecrate item must be performed on any object if they were being protected and conRolled by an
to be placed on an altar or in some other location
within a religious edifice. Holy (or unholy) water ition by
must be kept in a properly consecrated container, nded on
to prevent it from losing its potency. symbol,

Ordination must be performed on a priest before understand the symbol) as someone who has com-
the individual can assume responsibility for a con- mitted a serious offense in the eyes of his or her
gregation or assume similarduties, and even an ad-
venturing priest must be ordained before he or she deity. An unwilling subject of this spell is allowed a
can gain followers and establish a following or saving throw vs. spell, at 4,to escape its effects.If
other sort of group. In all cases, the priest perform- the recipient is not truly deserving of the telling
ing the ordination must be of higher level than the
recipient; this ceremony is often conducted as part brand, the ceremony fails when performed. A suc-
of the Raining a priest receives in order to advance cessfulatonement causesthe brand to fade, and DOS-
from 2nd to 3rd level. sihly vanish. If the offending actions were cause(I

Special vows can he received by a would-be pal- ...... --.:.-.magically or by someother external force, the bran<I
adin or knight before that individual embarks upon
a career in the desired profession. The effects last ......YLLFL..1ly uA:a^a^p_p_=^t^U_ ^a. I7,Z.L"I-C ".YLK._r_ruI:ln_g_acLI"IIs w a e
for as long as it takes the individual to gain enough
experience points to rise to the upper limit of the willful, the brand cannot be completely removed.
current level. The special vows can then be re-
newed as part of the individual's training between .-.. .-._.. -". ...-.-.._., ...-The components for the various ceremony spell!3
levels, or at any time during advancement through
the next higher level. A paladin who has received .VI- .fr.nlm...relioD.i_n.. n tn relio~in.n_h.n.t,t h e m s t ~ -~1 i .
special vows is immune to the effects of bestow component always iuvolves the use of the cleric's
curse spells (but not cursed items) for as long as
the special vows remain in effect. Additionally, holy symbol in one way or another.
this ceremony renders the subject more susceptible
(-4 on saving throw) to any quest spell cast upon Standard costs for performing these cere-
him or her by a priest of the same alignment as the
one who performed the special vows ceremony. monies are as follows: cornin2. o.f are, 5-15 s ~ ;
burial 5-50 gp; marriage, 1-20 gp; dedication
Consecrate ground should be performed upon an
area before any holy (unholy) structure is built on 1-10 sp (or sometimes free); investiture, 1-100
the site. A religious edifice constructed on ground
that has not been consecrated will slowly hut imv- _..^(or sometimes free); consecrate item, usually free:
ocably fall into a state of disrepair, having a 1% v"-,Au ;r"n"*u:"u"v r . , ..".."I,.. 1L.1.--...IYY, .y.n".."""n,.Ll..,,J 0^^1 ,,,"L,,L a"rs
chance per year cumulative, of actually collapsing
as a result of this oversight. This ceremony must Y"".l.'J
be performed before the area in question is altered
in any way (for example, landscaping) and before 200 gp, special vows, 1-100 gp (or sometimes
any construction materials are brought to the site:
free); consecrate ground, 100-600 g p depending

on the size of the area and the level of the priest;

and anathematize is always performed at no

charge, since this ceremony is always deemed to

be in the best interests of the priest's religion.

Notes: Common for clerics.

1 103 \

Ceremony -Cleric fl

Ceremony-Druid

~ocation)
Sphere: All

These ceremonies have been publirhed m Level: 1
Range: Touch
DRAGOMN agazine as spells Here, t h o are pre-
Components: V,S, M
senred a7 addrtronal ceremonm
Casting Time: 1 hr.
3rd level clenc. bless newborn Duration: Special
7th-level clenc desecrate ground
Area of Effect: 1 creature, item, or area
--.-.._...,....Rlarr .N.a"w..hln"m "..I..Thir rrremnnv rn.m" t~rt<2 new. Saving R o w : Special

bom infant from possession and other ill effects.

It must he performed within 14 days of birth and The druidic ceremony is similar to the priest
the effects last for 6 months. A protected infant version, having a number of applications within
the hierarchy of druids, The ceremony spell does
has a savin-g throw bonus of +2 a-gainst any form
not leave behind an aura of magic (although a
<)f possession. Further, the infant will not be know alignment spell or similar magic might
S:tolen by faerie folk or replaced by a cbangling. reveal the force of m e neutrality involved), and
1[he usual cost for the ceremony is 2-5 gp. the effect cannot be dispelled. Druidic ceremonies
include the following, which can be performed by
L. ..,, y.l.-.-.rhr.l#rorrrrta C:ms,nJ. T h i o ~a*em-v a druid of the indicated or higher level:
"___Y l.Y Il ..._I..Y." -.I..."
I-\IPI*P

of the consecrate gmund ceremony, is generally
~~

used against a building or area consecrated to an

opposing alignment.It goes beyond mere physi- 1st-leveldruid coming of age, rest eternal,
mam'age
cal pollution or defilement, the affected area re-
quires extensive ritual purification before an 3rd-level druid dedication, investiture
attempt can he made to reconsecrate it. Any gen-
7th-level druid initiation, special vows
eral alignment-based bonuses the site provides 9th-level dmid: hallowed gmund
12th-level druid cast ouf
are reduced or negated. Further, a desecrated
building is 1% likely per year to collapse; this The characteristics of the various types of druidic
chance is not cumulative. ceremony spells are as follows:

This ceremony is also used by evil priests to Coming of age is performed upon young people in
remove the protections placed on burial
druidic societies, usually when they reach the age
grounds. This makes those buried within more of 14, and is symbolic of the young man's or

vulnerable to animation, and makes those in- young woman's entrance into adulthood. A young
terred later 5% likely to become restless spirits person receives a +1 bonus to any single saving

of some type.. Further, any priest in the burial throw, which can he taken at any time after the
ground and attempting to tum its undead oper-
coming of age ceremony is completed. The coming
ates as if two levels lower than he or she actually af age ceremony has a symbolic significance in
is. There is, of course, no charge. that the adolescent can thereafter enjoy the rights
and privileges of adulthood.

Rest eternal is perfumed upon the b d y of a de-
ceased creature, and hastens the journey of the
souVspirit to its final resting place. The spirit of
the deceased will not return to haunt the living

Marriage is essentially identical to the clerical cer-
emony of the same name.

Dedication allows the recipient of the spell to be
taken into the ranks of the druid's followerdwm-

-C e m o n y DNid

shipers, provided the individual has a neutral align- has received permission from his or her Archdruid
to do so. Similarly, an Archdruid must get permis-
mi:nt. A recipient of this spell is charged, as are
sion from the Great Druid, and the Great Druid
dni d s , with the responsibility to preserve and pro- from the Grand Druid. The Grand Druid does not
-..".--..". ..-..".tec..t n i n i r ~2nA +hah.ls.nro nf fn-0. in the wnvlA need to obtain permission, hut his or her actions
..".-1"".Y .Il I--.- I.- can be reversed by a Hierophant Druid at any time.

-Znvestifure must be performed upon an individual This ceremony is usually only used on occa-
sions where the severitv of an offense warrants
of true neutral alienment before he or she can su 1
become a 1st-leveldruid). ar 1
laker was 1115 UT ncr ~ C L I U ~VS I Loy~ u l ~ ~ noerru ~ u ,
Initiation imbues the druid with the shape-chang- may he subject to punishment by higher-ranking
ing and immunity to woodland charm powers that members of the hierarchy.An intended recipient of
become available upon attaining 7th level. This
ceremony must he performed upon a druid imme- i
dir
thr neairny parcn or rorest. mcn ceremonies are nor-
thi mally conducted at either dawn or dusk, the times
ha. when night and day are in balance.

po Notes:Restricted to druids, common.
mi
to perrorm me ceremony, DUE in unusual cases a
druid can cast it upon himself or herself.

Special vows is a ceremony that operates in the

same fashion as the clerical rite of the same name.
It does not work upon paladins, hut will function
upon cavaliers of any alignment.

Hallowed gmund is cast by the druid on his 01her
Ipermanent grove. This ceremony ensorcelled the
trees of the grove so that they will never be- af-
fected by disease or other natural disasters The

Found remains hallowed for as long as the druid
maintains this grove as his or her permanent base.

Cast out is a form of excommunicationor punish-

nent that can he performed by a druid upon some-

me who has commilted sacrilege upon the natural

mvironment or in some other way violated the

1rinciples and standards of druids. Its effects can

lessened at a later date by the casting of a re-

versed version of this ceremony, either by the same

iruid another one of at least as high a level as the

xiginal caster, hut the casting out can never he
:ompletely neutralized except by a Hierophant

INid of any level. A individual who has been cast

)ut exudes a powerful negative aura, causing any

iatural creatureencountered to react negatively to

he individual. This includes all normal (nonmaei-
I

:al) animals, monsters native to the woodlands,

hmesticated beasts such as horses and dogs, and

i111druids and their followers.
..-.... --. ..', ",-"*",I
Casting out is a very powerful form of punish-

."A r n n nnlv lul"y-lr"LFLnY.r'.m.~" nrl L., Y rYlnL .YiAl U .Y.., A-

I.."

Ceremony -Druid f

O ~ H EDRRUIDICCEREMONIES he is rated on a scale of 1-4 ( I being highest) in
each of five areas hv the DM. The ratine in each
These ceremonies have heen published in
I
DRAGOMNagazine and other sources as spells.
area is added, generating a saving throw of 5 to
Here, they have been reconfigured as additional 20, number or ahove is rolled on the
ceremonies.
individual is confirmed as not only the lawful,
3rd level druid witness hut the rightful possessor of the ofice,
14th-level druid anointing
Alignment: Has the recipient displayed good
Wimess:Within their society, druids are legal of- character and faithfulness to the druidic cult?
ficials as well as religious leaders. Having a
druid witness an oath makes it binding. The Duty: Has the recipient shown himself re-
oathtaker pronounces the vow, usually an act to sponsible and reliable in all his past dealings,
he completed within a specified time, calling and loyal to the kingdom, sect, or organization?
upon the powers that be, and specifying a
penalty if the oath goes unfulfilled. After the cer- Leadership: Has the recipient heen a strong
emony is completed, the oathtaker must fnlfill and fair leader?
his literal word, or suffer the consequences. The
druid may advise the against rash promises or Performance: Did the candidate perform well
suggest suitable modifications to an oath, but the in the rituals, games, demonstrations, offerings,
final say is the oathtaker's. After an oath i s wit- and generosity during the festivities prior to his
nessed, nothing more can he done about it. anointing?
Warriors often take oaths to perform certain
deeds. While an unfulfilled oath may be binding Breeding: Is the recipient of good family
for years, the death of the oathtaker breaks all connections and does he act as hefits his station?
but the most terrible oaths.
SEASONACLEREMONIES
Anointing (14th level): This ceremony is used to
raise kings, high-level druids, and other impor- The seasonal .spells of spring. summer,
tant persons to their stations. In the Celtic view autumn, and winter have the following in
of things, Sovereignty is a goddess to be wooed common. These affect the landandpeople under
and wedded. The candidate is expected to make the druid's care, large or small. (A druidic offon
offerings to the holy groves, conduct great sacri- his own is in his own charge; a party of adven-
fices, and give away vast amounts of wealth to turers of the druidic religion also might be con-
the poor to please his bride. Displays of the can- sidered his charge.)
didate's physical prowess lead up to the anoint-
ing. Finally, the anointing takes place. If the A druid of insuficient level to conduct a sea-
candidate proves himself good, wise. liberal, and sonal ceremony is parr of another druid's
powerful, he is accepted by the Sovereignty, and charge, as are the people and lands under the
is allowed to take up his station. At Tara, the lowr-level druid. Thejunior druid must panici-
kingstone upon which the new High King stood pate in the ceremony conducted by the senior
was supposed to cry out for the true king when druid for those in his charge to benefit. The
he stood upon it. (King Arthur's pulling the lower-level druid is expected to conduct the cer-
sword from the stone is much the same.) emonies of which he is capable und to attend and
assist when senior druidr conduct seasonal cere-
While the anointing is the seal of station, dis- monies that he cannot). Failure in either case
putes can arise about whether a person is the could mean disasterfor the druid's charges.
rightful possessor of the office. A successful
anointing raises the recipient's Wisdom and These ceremonies are all-night affairs,
Charisma by one point each (to a maximum of during which the druids keep vigil, chant, make
18).The saving throw for this spell is special. offerings.and perform certain actions important
to the community's or kingdom's weyarefor the
Assuming the candidate is properly qualified, coming yea,: Ordinary worrhipers are also par-
ticipants. although the druids do much of their
work withdrawnf m m the masses (and in secret).

5th level druid Spring (Beltane)
7th level druid: Summer (Lugnasad)
9th level druid Autumn (Samain)
12th level druid Winter (Imhalc)

Spring: The spring festival (Beltane) celebrates coming year. On the night of the first full moon
the sun’s power to give life. Great fires are lit, and
cattle are passed between them. Druids and following Midsummer, great fairs are opened.
people process between the fires, waving shoots
of grain. The fiery sun is associated with health Autumn: The auNmn harvest festival (Samain) is
a time of feasting. All the folk assemble to offer
and [he desuucrion of disease: The main point of their first fruits to the gods. Great bonfires are
built on prominent hills, and dancing and drink-
this festival is to ensure protection from disease ing go on all night. The harvest’s bounty is meant
for animals, crops, and the faithful. The cere- to stave off hunger in the winter. Neglecting this
mony reduces the chance of disease for the year festival brings dearth and poverty for the coming
to come by 10%.Beltane is a major civic festival year (extra expenses will be accrued, various
associated with the spring planting. treasure collected will he deficient in value, etc.).
(The DM handles this condition of misfortune
Summer: The summer festival (Lugnasad) begins until the next Samain. A monthly loss of at least
with the all-night vigil of Midsummer, the short- 100g p per level is suggested.)
est night of the year. All is in full flower: Those in-
volved in the ceremony wear garlands, which are Winter: The winter festival (Imhalc) celebrates
later offered as sacrifices, beginning on lambing season, and offerings of milk are in order.
Midsummer’s Eve. This is the night when druids Like a lamb, the year is born as the sun begins to
gather their mistletoe for the coming year. Each wax again. The ceremony takes place onYule, the
dmid must gather his own mistletoe on this night longest night of the year-this, the longest sea-
for his spells to work at full potency during the sonal ceremony is a petition for strength.
next year. A druid who cannot perform the Neglecting the ceremony produces a -5% penalty
summer ceremony must join with other druids, or in experience points earned for the next year and
the mistletoe he gathen will he nothing more than the Hit Dice of animals born in the new year have
lesser mistletoe. The penalty for neglecting this a penalty of -1 hit point per Hit Die.
festival is a loss of spell potency throughout the

Cetacean Form -Sea Elf The caster also adopts the form’s vulnerahili-
ties. For example, a priest who becomes a dolphin
(Alteration)
Spbem: Combat still cannot breathe out of the water for more than
24 hours. Like the shapechange spell, a priest who
Level 7
Range: 0 is killed while in another form does not revert to
his or original shape, which may disallow certain
Components:V,S , M types of revivification,

Casting Time: 1 rd. The caster can change forms as many times as
Duration: 1 hr.llevel desired within the duration of the spell. For e x m -
Area of Effect: The caster ple, she can into a dolphin while swimming in
Saving Throw: None
shallow seas, then to a sperm whale to dive to great
This spell is similar to the 9th-level wizard depths. The first form adopted has whatever hit
spell shapechange, hut it only allows the caster to
assume the form of a cetacean or partial cetacean points the casting priest had at the time of the cast-
of any species except giant whales or leviathans. ing of the cefaceanform spell, and subsequent
Commonly assumed forms include that of a dol- forms carry the current total hit points with them.
phin or nanvhal. The caster gains all of the chosen Each alteration in form takes only a second, and no
creature’s abilities except for innate magical ahili- system shock survival roll is required.
ties, magic resistance, and those abilities depend-
ent upon Intelligence. The material component is a small pinch of
ambergris and the priest’s holy symbol.

Notes: Granted by the sea elf god, Deep
Sashelas.

Chain Creation f

Chain Creation target creature is allowed a saving thrnw vs. spell

:nvocationlEvncation) with a -4 penalty to avoid the effects. These effects
phere: Creation
are not immediately obvious; there is a minimum
evel: 5
ange: 30 yds. latency period of 48 hours. After this time, the af-
omponents: V, S, M
'astingTime: 8 flicted creature must make a daily Wisdom check
Nuration: Special
.rea of Effect: 1 created item and, when this fails, the creature develops the
aving Throw: None
symptomsof a fevered,agitated, severedepression.
This spell works only on the output of priestly
~ l l isn the sphere of creation and on those pro- An affected creature has a -3 penalty to all
iced by a wizard's use of the minor creation spell.
attack rolls, damagerolls, savingthrows, and ability
When such magics are successfully worked, a
cliain creation spell cast within 1 turn after their checks. The creature must also make a successful
Cisting makes three identical copies of whatever the
01her magic created. A chain creation spell fails if it Wisdom check to perfom any premeditated action
is cast later than a turnafter those other magics, or if
CI1st on anytbinginvolvingactiveundeath. (as decided by the DM). For example, a creature

,--..:..vy-LL.LC .uL.--mc cup,ca._:._.>.~~_I pruuwcu L...L1Z11. 1s s.--p,I=u LasLJUsL fights as best it can to defend itself if attacked,hut a

as long as the copied item (that is, the length of ex- Wisdom check is required to initiate an aggressive
istence is governed by the original magic, from a
few rounds to permanent). PI:rmanent items cre- action of its own, plan a trap or ambush, and so on.

ated by this spell are independcm_tlv _nem_mc-n,t and The duration of the madness is I d 4 4 days, but

not destroyed by the destruction of the original. at the end of this time the CreaNre must make a
The material components of a chain creation
system shock roll. If this fails, the insanity contin-
spell are three rubies of my size worth a total of at
least 100gp,crushed during casting, or the powder ues for a further l d 4 4 days. This continues until a

of four rubies (worth the same amount), prepared successful system shock roll is made or the creature
beforehand.
--:-.dies. A creature that fails an initial system shock
Notes: Granted by Lathander Morninglord of _L^uI,ll 1IU-t,-a .II.p u m r U^CI n.-".:....:-- ycnn'ulr;av1y.. IL.U.I
the FORWITENREALMSsetting. This spell is found LULLSLLLYUUII
only in a few exceptionally rare tomes.
each subsequent system shock roll failure. A crea-
Chain Madness
Nre reduced to 0 Constihition dies.
(Illusion, Phantasm)
Sphere: C h a m ________The great danger of chain madness lies in its

Level: 6 rnntminn Filch afferted creature can infect up to
Range: 30 yds. ~
Components:V,S, M
Casting Time: 9 six other creatures per day. Tbe effect spreads
Duration: Special
Area of Effect: 1creature through physical contact, including during the orig-
Saving Throw: Special
inal latency period. Even a shake of a hand is
This spell allows a priest to create insanity in
the mind of a target c r e a t ~w, hich then becomes enough to convey the madness. Each potential sec-
contagious. A creature must have an Intelligence
score of 5 or above to be subject to the effects of ondary victim is permitted a saving thrnw vs. spell
chain madness.When the priest casts the spell, the
to negate the effect. If affected, secondary victuns

develop the same madness after the same latency

period and are themselves contagious. However,
tertiary victims save vs. spell at + I , later victims

save at +2, and so on along the chain.

Chain madness can be cured by a successful

dispel magic spell, a r e m e curse, ur a heal spell.

Detection spells that read a creature's name (for ex-

ample, h w alignment,detect goodhi0 have a 5%
chance per level of the caster to reveal that some-

thing is subtly wnmg in the mind of an affected crea-

ture. This may be crucial to containing the outbreak

when the malady is still in its latency phase.

This spell is rarely used, for it is hazardous to

the priest casting it. If the casting priest rolls below

his Wisdom score on d l W when casting the spell,

then he suffers the effects of chain madness, but

without becoming contagious.

The material component for this spell is a small

vial of brain tissue from an illithid.

Notes: Granted by Iuz the Evil of the WORLD

OF GREYHAWK setting.

\ Changestaff

Champion’s Strength penalties could conceivablybe included in the spell;
such individuals count against the maximum
(Alteration) number of persons who can be affected. Penalties
are likewise applied to the champion-contributors
Sphere: Law to this spell must be chosen carefully.

Level: 5 The bonuses gained through this spell are
Range: 0 added to the champion’sown bonuses (if any).The
Components:V, S, M champion channels the energy of others through
Casting Time: 2 himself, improving his fighting ability.
Duration: Special
Area of Effect: 2 or more persons in a 30-ft. radius The champion must be in the line of sight and
Saving Throw: None within 30 feet of the characters aiding him. Those
who contribute their bonuses must concentrate on
Champions strength bestows upon one person the champion for the duration of the spell. If this
who is a member of a group the attack and damage concentration is broken (by moving more than 10
bonuses from the rest of the group. The recipient feet per round, fighting, being struck, or losing
can then fight as the group’s champion. sight of the champion), that person’s contribution
is immediately lost.
The spell draws bonuses from one person for
every two levels of the priest. All those involved The spell expires when the last person contribut-
must be within a 30-foot-radius of the priest. At ing p e r to thechampion ceases concentration.
the time of casting, the priest designates the cham-
pion and the contributors.All those who contribute A champion can benefit from only one cham-
to the spell must do so willingly. pion’s strength spell at one time. Contributors can
aid only one champion at one time.
When the spell is completed, the designated
champion gains any nomagical bonuses to THACO The material component is a chain of five gold
and damage possessed by those who contributed to links worth at least 1,ooOgp.
the spell. Those without bonuses or with combat
Notes: Common for to priests with major
access to the sphere of Law (TOM).

Changestaff

(Evocation, Enchantment)
Sphere: Plant

Level: 7
Range: Touch
Components: V, S, M
Casting Time: 4
Duration: Special
Area of Effect: The caster’s staff
Saving Throw: None

By means of this spell, the caster is able to
change a specially prepared staffinto a treant-like
creature of the largest size, about 24 feet tall.
When the priest plants the end of the staff in the
ground and speaks a special command and invoca-
tion, the staff turns into a treant-like c r e a m with
12 Hit Dice, 40 hit points, and Armor Class 0. It at-
tacks twice per round, inflicting 4d6 points of
damage with every successful attack. The staff-
treant defends the caster and obeys any spoken
commands. However, it is by no means a true
treant; it cannot converse with actual treants or
control trees. The msformation lasts either for as
many turns as the caster has experience levels,

Channel Flame f

until the caster commands the staff to renun to its Notes:Uncommon for priestsfromtheDAFX SUN
settinp.
true form, or until the staff is destroyed, whichever
occurs first. If the staff-treant is reduced to 0 hit Channel Stench
points or less, it crumbles to a sawdust-like
powder and the staff is destroyed. Otherwise, the (Summoning)
Sphere: Elemental Air
staff can he used again after 24 hours and the staff-
treant is at full strength. Level: 2
Range: 0
To cast a changestaffspell, the caster must have Comwnents: V. S
either his holy symbol or leaves (ash, oak, or yew) Casting Time: 3
of the same sort as the staff. Duration: 3 rds.
Area of Effect: Cone, 20-A. long, 10ft. diameter
The staff for the changestaff spell must be spe- Saving Throw: Special

cially prepared. The staff must be a sound limb cut The priest draws in a deep breath and expels it
from an ash, oak, or yew tree shuck by lightning toward his opponent. All noxious odors from up to
no more than 24 hours before the limb is cut. The two miles away are channeled through the priest’s
limb must then he cured by sun drying and special breath and ejected in a vile cone of stench. All
breathing creatures in the cone must make a suc-
smoke for 28 days. Then it must be shaped, cessful saving throw vs. poison. Those who fail re-
carved, and polished for another 28 days. The treat and gag for Id6 rounds; those who succeed
caster cannot adventure or engage in other strenu- fight at a -1penalty to attacks for Id6 rounds due
ous activity during either of these periods. The fin- to teared eyes and labored breathing. Strong winds
or a source of fresh air reduce this time by half.
ished staff, engraved with woodland scenes, is Creatures with more than 5 Hit Dice or levels can
then rubbed with the juice of holly bemes, and the ignore channel stench.
end of it is thrust into the earth of the caster’s
grove while he casts a speak with plant spell, call- Notes: Common for elemental priests from the
ing upon the staff to assist in time of need. The DARKSLINsetting.
item is then charged with a magic that will last for
many changes from staff to treant and hack again. Chant

Notes: Common for druids (PHB). (ConjurationlSnmmoning)
Sphere: All
Channel Flame
Level: 2
(Evocation) Range: 0
Sphere: Elemental Fire Components:V, S
Casting lime: 2 rds.
Level: 4 .A I, Duration: Time of chanting
Range: 30 yds. Area of Effect: 30-ft. radius
Components: V, S, M 3 Saving Throw: None
Casting Time: 5 rds.
By means of the chant spell, the priest brings
Duration: Special special favor upon himself and his party, and
Area of Effect: I O ft. cube causes harm to his enemies. When the chant spell
is completed, all attack and damage rolls and
Saving Throw: None saving throws made by those in the area of effect
who are friendly to the priest gain +1 bonuses,
A priest who casts this spell channels energy while those of the priest’s enemies suffer -1
from burning materials through himself to attack penalties. This bonuslpenalty continues as long as
his enemies. When within 30 yards of 100 pounds the caster continues to chant the mystic syllables
or more of huming matter, the caster can direct the and is stationaly. However, an intemption (such
flame to an area within a range of 30 yards of his as an attack that succeeds and causes damage,
or her location. The flame from the original source
is not extinguished.The damage from this attack is
Id4 points for every level of the priest.

The spell remains in effect as long as the nrigi-
nal burning material remains alight, usually one
turn. A magical flame that feeds on nothing cannot

be tapped for this spell, nor can a torch, hut a bum-
ing cottage would.

3 ChaosWad

grappling the chanter, or a silence spell) breaks Beastlord of the FORGOTTENR u u r s setting. This
the spell. Multiple chants are not cumulative; spell is found only in a few exceptionallyrare tomes.
however, if the 3rd-level prayer spell is spoken
while a priest of the same religious persuasion Chaos Ward
(not merely alignment) is chanting, the effect is
increased tn +2 and -2. (Abjuration)
Sphere: Chaos
Notes: Common for clerics (PHB).
Level: 2
Chant of Fangs Range: Touch
Components: V, S , M
@mocation/Evocatinn, Necromancy) Casting Time: 5
Sphere: Combat
Duration: 2 rds.Aevel
Level: 3 Area of Effect: Creamre touched
Range: 0 Saving Throw: None
Components:V, S, M
Casting Time: 6 By using this spell, the priest can create a shim-
Duration: 2 rds.
Area of Effect: Special mering aura of whirling light that surrounds the
Saving Throw: '/r
chosen mture. This protective aura makes the nea-
This spell is cast by chanting loudly (hence its ture more difficult to hit in hand-@hand combat by
name). It causes a pair of spectral jaws, or rather, providinga +I bonus toArmor Class,Againstmissile
rings of floating fangs, arranged as if fixed in in- attacksofranged spellsaimed directlyat the creature,
visible jaws, to appear out of the caster's hand or the c h s ward is even m m effective,providinga +2
chest and fly at a desired target at MV F1 15 (A). bonus to Armor Class and a +2 bonus to saving
The fangs have no Armor Class or physical solid- throws. In addition, missile attacks or directed spells
ity, They can be destroyed only by dispel magic or might be deflected or reflectedby the chaotic energy
certain magical barriers and powerful spells. They
strike twice per round at the caster's THACO and of the shield, as shown below:
operate independently of the caster. (In other
words, the caster can engage in other spellcasting, d%' Effect
attacks, or activities while the fangs attack a 01-85 No unusual effect, creature gains normal
chosen target.) The target can be changed by the 86-95 benefits of chaos ward.
caster with a momentary, silent exertion of will at 9699
the end of the first round of the existence of the Spell or attack automatically defeated
fangs, but not otherwise. (That is, the fangs bite at 100+ Spell or attack ricochets, affecting a
two opponents twice, or one target four times).
random creature within 30 feet-normal
The fangs do nothing (until redirected) if their attack roll or saving throw is rolled for the
chosen target dies or uses any sort of teleportation random creature to be affected
magic to vanish. The fangs can detect and attack
invisible creatures, even when their caster cannot; Spell or attack reflected back at origina-
but the caster must have some indication that an tor, normal attack roll or saving throw ap-
invisible creature is present to direct the fangs to plies
attack. The bite of these fangs inflicts 2d4 points
of damage (save for half), as an energy-stealing 'Add the caster's level to the d%roll.
attack rather than a physical ravaging, The fangs
are able to penetrate any physical protection up to To qualify as a directly aimed spell, the spell
and including plate armor. must affect only the target creature in question. A
spell such as hold person or sleep that happens to
The material component of a chant of fangs include the creature in its area of effect does not
spell is a tooth from any wild mammalian predator count as a directed spell and does not trigger the
(that is, one not slain while in captivity or reared
domestically). chaos ward.
The material compment is a playing card used
Notes: Granted by the evil god Malar the
by a rogue of chaotic alignment.

Notes: Uncommon for priests with access to
the sphere of Chaos (P0:SM).

Chaotic Combat

Chaotic Combat In addition, anyone casting one of these spells
on a creature protected by chaotic commands must
(Invocation, Evocation) make a successful saving throw vs. spell. Failure
Sphere: Chaos means the caster must obey his own magic; the
spell’s effect has backtired on the caster.
Level 4
Range: 30 yds. The material component is a piece of eelskin.
Notes: Common for priests with major access
Components: V,S to the sphereof Chaos (TOM).
Casting Time: 3
Chaotic Sleep
Duration: 1 dllevel
Area of Effect: 1 warrior (Alteration)
Saving Throw: None Sphere: Chaw

The spell affects only warriors. When cast on a Level 4
warrior, that individual is inspired beyond his Range: Touch
years of training and is suddenly struck with nu-
merous insights for variations on the standard Components: V,S , M
moves of attack and defense.
Casting Time: 1 turn
However, these insights a~ helpful in only two. Duration: Permanent
thirds of the warrior’s attacks. In the remaining at- Area of Effect: C r e a m touched
tacks, the spell actually impairs the warrior’s Saving Throw: Neg.
standard performance. At the beginning of each
round, after the player has declared his character’s After casting this spell, the priest must success-
actions, ld6 is rolled for the affected warrior. On a fully touch the target creature, which is allowed a
roll of 1,2,3,014,the warrior gains bonuses of +2 saving tbmw vs. spell to avoid the effect. Failure
to attack rolls and +2 to Armor Class. On a roll of 5 means the spell takes effect at the next sunrise or
or 6, the warrior suffersa -2 penalty to attack rolls sunset, whichever comes first.
and a -2 penalty to Armor Class. This must be de-
termined at the beginning of each round of combat. From the time the spell takes effect until it is
negated, the sleeping pattern of the a€fected crea-
The insight imparted by this spell is lost when ture is randomly disrupted. At sunset and sunrise
the spell expires. The warrior remembers the battle of every day, a check is made to determine the ef-
but not the specifics of his actions. He is unable to fects of chaotic sleep. In the 12-hour period that
duplicate the maneuvers. follows the check, there is an equal chance that the
creature will be unable to sleep or unable to
Notes: Common for priests with major access remain awake (roll ld6; on a roll of 1-3, the m a -
to the sphereof Chaos (Tow. ture is awake, on a roll of 4-6,it sleeps). This con-
dition lasts until the next sunrise (or sunset) when
Chaotic Commands the check is made again.

(EnchanbnenVCharm) For example, a fighter fails to save against a
Sphere: Chaos chaotic sleep spell. For the next few hours, the
spell has no effect. At sundown, the first check is
Level: 5 made, resulting in a 2. The fighter does not notice
Range: Touch anything until he tries to sleep that night, at which
time he’s wide awake, fidgeting, and restless. At
Components:V,S , M sunrise, another die roll is made, a 6. The fighter is
Casting Time: 3 suddenly exhausted and sleeps until sunset.

Duration: 1 tumilevel Creatures who sleep as a result of this spell can
Area of Effect: 1 creature be roused only by a physical stimulus, a slap or a
Saving Throw: Special wound, for example. Once awake, the c r e a m re-
mains conscious only as long as there are active
Chaotic commands renders a creature immune stimuli around him, such as a fight. Walking
to magical commands. Taunt,forget, suggestion, through caves or riding a horse will not keep the in-
domination, gens, demand, succo); command, en- dividual awake. Unlike a sleep spell, a being af-
thrall, quest, exaction, and other spells that issue a fected by a chaotic sleep spell dozes off as smn as
direct verbal command to a single individual auto-
matically fail.

\ -Charmof Brandobaris Halfling

he or she is left relatively undisturbed. Keeping an the riders. Other spells, such as a successful dispel
affected being awake is difficult at best.
magic or holy word, force the chariot hack to its
Lack of sleep eventually takes a physical toll home plane, without its passengers. The chariot can
on any creature under the influence of the spell. be summoned only once per week.
Each 12 hours a creature remains awake beyond
the first, inflicts a -1 penalty to THACO. The crea- The material components are a small piece of
ture does not regain hit points as a result of normal wood, two holly hemes, and a fire snurce at least
rest. Spellcasters cannot memorize spells until equal to a torch.
they have had sufficient sleep.
Notes: Common for clerics and druids (PHB).
Chaotic sleep can he removed with a remove
curse spell; it cannotbe dispelled. Charm of Brandobaris -Halfling

The material components are a pinch of sand (Alteration)
and three coffee beans. Sphere: Travelers

Notes: Common for priests with major access Level: 2
to the sphereof Chaos (TOM). Range: 0
Components: V
Chariot of Sustarre Duration: 1 day,
Casting Time: 1
(Evocation) Area of Effect: Id4 beings in a 30-ft. radius
Sphere: Elemental Fire Saving Throw: Neg.

Level 7 Tnisspell is useful when the caster has been c a p
Range: 10yds. tured. The spell convinces one to fourcreatures that
Components: V, S , M
the caster is too valuable a prize to execute (or eat)
Casting Time: 1 turn out of hand. It creates lingering doubts in the
Duration: 12 hrs. captor’smindsthat make them think that the caster is
Area of Effect: Special wonh ransoming, that higher authorities should be
Saving Throw: None consulted, or in the case of evil beings, that it might
be more funto forcibly interrogatethecaster later. In
when this spell is cast, it brings forth a large, any case, if the spell is successful, the caster is not
flamingchariot pulled by two fiery horses from the killed immediately,thus allowing a possible escape.
elemental plane of Fire. These appear in a clap of Even creatures of animal intelligence or less are
thunder amid a cloud of smoke. The vehicle moves easilydistractedfmm the caster-for example, other
at 24 on the ground, 48 flying, and can carry the maNres available for consumptionare eaten first.
caster and up to seven other creaturesof man-size nr
less. The passengers must be touched by the caster The charm of Brandobaris does not affect the
to protect them from the flames of the chariot. caster’s ability to communicate with his or her
Creatures other than the caster and his designated captors, nor does it otherwise alter their behavior.
passengers sustain 2d4 points of fire damage each It does not, for example, make guards less watch-
round if they come within five feet of the horses or ful than usual.
chariot. Such Creatures suffer no damage if they
evade the area by rolling successful saving throws The effect is centered on the caster, and afFects
vs. peuifaction, with Dexterity adjustments. beings selected by the caster within the area of
effect.If the spell is cast at three beings, each gets a
The caster controls the chariot by verbal wm- normal savingtbmw vs. spell.If only two beings are
mand, causing the flaming steeds to stop or go, to be affected, each has a -1 savingthrow penalty. If
walk, trot, N n or fly, and turn left or right as he de- the spell is cast at one being, the saving throw has a
sires. Note that the chariot of Sustom is a physical -2 penalty. Saving throws are adjusted for Wisdom.
manifestation and can sustain damage. The vehicle
and steeds are struck only by magical weapons or The verbal component of this spell varies ac-
by water (one quart of which inflicts 1 point of cording to the situation, but typically the charm of
damage), they are Armor Class 2, and each requires Brandobaris is invoked with a comment along the
30 points of damage to dispel.Naturally, firehas no Lines o f ‘‘This isn’t exactly what it looks like , . .”
effect upon either the vehicle or its steeds, but mag- or “Let me explain . .. .”
ical fires other than those of the chariot can affect
Notes: Granted by the halfling god,
Brandobaris.

Charm of Isis -Old Empire /

Charm of Isis -Old Empire as a trusted friend and ally to be heeded and pro-
tected. The term person includes any bipedal
(Ahjnration) human, demihuman or humanoid of man-size or
Sphere: Proteetion
smaller, including brownies, dryads, dwarves,
Level: 3 elves, gnolls, gnomes, goblins, half-elves,
Range: Touch
Components:V, S, M halflings, half-om, hobgoblins, humans, kobolds,
Casting Time: 1 hr. lizard men, nixies, orcs, pixies, sprites,
Duration: 1 dayllevel troglodytes, and others. Thus, a loth-level fighter
Area of Effect: 1 charm of 25 g p or greater value is included, while an ogre is not.
Saving Throw: None
The spell does not enable the caster to control
Charm of Isis enspells a small item-an the charmed creature as if it were an automaton,
amulet, talisman, or fetish selected by the spell- but any word or action of the caster is viewed in
caster-to serve as a protective charm. It functions the most favorable way. Thus a charmed CreaNre
only for only the person selected to use it by the would not obey a suicide command, but might be-
priestess of Isis when it is enchanted. It lasts only lieve the caster if assured that the only chance to
for as long as that being’s actions are viewed fa-
vorably by Isis. The charm only functions while save the caster’s life is for the creatureto hold back
physically touching its owner’s skin and is usually an onrushing red dragon for “just a minute or two”
worn on a simple necklace beneath the owner’s
armor or shirt. and if the charmed creature’s view of the situation

A charm of Isis can provide a bonus to Armor suggests that this course of action still allows a
Class or saving throws, but not both. In either case, reasonable chance of survival.
a charm of Isis provides a +1 bonus for every three
levels of the priestess casting the spell (rounded The subject’s attitudes and priorities are
down), to a maximum of +5 at 15th level or higher. changed with respect to the caster, bot basic per-
A priestess cannot have more than three charms of sonality and alignment are not. A request that a
Isis created by her in existence at any time; hence, creature make itself defenseless, give up a valued
if a priestess has three in existence at once, the
magic of one of the three must expire before an- item, or even use a charge from a valued item (es-
other can be created. A priestess of Isis can create pecially against former associates or allies) might
a charm for herself only when adventuring or trav-
eling beyond the borders of the Old Empires. allow an immediate saving throw to see if the
charm is thrown off.Likewise, a charmed creature
The material component is the priestess’s holy does not necessarily reveal everything it knows or
symbol. draw maps of entire areas. Any request may be re-
fused, if such refusal is in character and does not
Notes: Granted by the Mulhorandi goddess Isis directly harm the caster. The Creature’s regard for

of the FORGUITENREALMSsetting. the caster does not necessarily extend to the
caster’s friends or allies. The creature does not
Charm Person or Mammal react well to the charmer’s allies making sugges-

(EnchnntmenVCharm ) tions such as, “Ask him this question...,” nor does
Sphere: Animal the channed creature put up with verbal or physi-

Level: 2 cal abuse from the charmer’s associates, if this is
Range: 80 yds.
Components: V,S out of character.
Casting Time: 5 Note also that the spell does not empower the
Duration: Special
Area of Effect: 1 person or mammal caster with linguistic capabilities beyond those be
Saving Throw: Neg.
normally has. The duration of the spell is a func-
This spell affects any single person or mammal
it is cast upon. The creature then regards the caster tion of the charmed creature’s Intelligence, and it

is tied to the saving throw. The spell can be broken
if a successful saving throw is rolled. This saving
throw is checked on a periodic basis according to
the creature’s Intelligence, even if the caster has
not overly strained the relationship.

If the caster harms, or attempts to harm, the
charmed creature by some overt action, or if a
dispel magic spell is successfully cast upon the

charmed creature, the charm is broken automati-
cally.

114 \

Intelligence Period Between Chattel Spirit iP
score Checks
3 or less 3 months (Enchantment, Summoning)
2 months Sphere: Summoning
4 to 6 1 month
7 to 9 3 weeks Level: 3
10 to 12 2 weeks Range: 0
13to 14 Components: V,S,M
1 week Casting Time: 3 turns
15 to 16 3 days Duration: 2 turnsflevel
17 2 days Area of Effect: 1supernatural being
1 day Saving Throw: None
18

I9ormore

If the subject of the charm person/charm Any nemesis spirit that the caster has defeated
mammal spell successfully NIIS its saving throw can he summoned with this spell. It appears with
vs. the spell, the effect is negated. whatever powers and hit points it had when the
barbarian cleric fought it. It must serve the caster
This spell, if used in conjunction with the or answer the caster’s questions to the best of its
animal friendship spell, can keep the animal near ability. When the spell ends, the spirit vanishes,
the caster’s home base, if the caster must leave for even if its task is incomplete. Although the spirit
an extended period. may complain or attempt to bend the meaning of a
command, it is hound to carry out orders, even if
Notes: Common for druids (PHB). these could result in the spirit’s destruction. Once
slain in an assignment, a spirit cannot he called on
Charm Shark again. Only three services can be asked of any in-
dividual nemesis spirit.
Aka shark cbann
The material components are 100 gp of very
Charm Spirit rare herbs, which are burned as the caster performs
a chant, dances, and gestures with a holy symbol.
(Necromancy)
Sphere: Charm Notes: Resmcted to barbarian clerics and other
savages. (Updated from DRAWNMagazine.)
Level 5
Chatterbark -Ranger
Range: Special
Components:V, S, M pivination)
CastingTime: 1 rd. Sphere: Plant

Duration: 1 rd.flevel
Area of Effect: 10 yds.

Saving Throw: None

This spell allows the caster to charm any speci- Level: 3

fied spirit within range. The caster must be able to Range: Touch

see or otherwise know the location of the spirit. Components: V,S
Casting Time: 1 turn
The spirit might he hound into an object; possess-
ing a person, animal or object; or free. The spell Duration: Special
Area of Effect: 1 tree
cannot be used to charm spirits that are naturally
bound, such as nature spirits. Saving T ~ N wN: one

If the chosen spirit fails to roll a successful A variation of the 4th-level priest spell, speak
with planrs, this spell enables a ranger to ask a
saving throw vs. spell, then it obeys the caster as a simple question of a tree and receive a spoken re-
faithful servant for the duration of the spell, even at- sponse. The tree can he any species, so long as its
tacking its own allies. However, no spirit can he trunk is at least 1 f w t in diameter. Before casting
forced to perform actions against its own alignment. the spell, the ranger must spend at least an hour
carving a humanoid face in the trunk. A ranger
The material component is a crystal hall, worth
at least 50 gp. with proficiency in wood carving (a variation of
artistic ability) can carve a suitable face in one
Notes: Restricted to shamans, uncommon.
turn.

Chill -Old Empin

After carving the face, the ranger spends 1 turn round that the caster is struck before his or her ini-
casting the spell, at which time the face becomes tiative, since the caster must concentrate to target
animated, twitching and grimacing as ifjust awak- the spell. However, striking the caster does not end
ening from a long sleep. The tree face then looks at the spell: it merely prevents its energies from
the ranger expectantly, waiting for a question. The being focused that round. The caster can take ac-
ranger can ask the tree any single question that can tions other than focusing the spell, such as a phys-
be answered in a single word or short phrase. ical attack, and resume focusing in a later round,
Typical questions might include: “Has a dragon but casting any subsequent spell terminates the
passed this way within the last few days?” “Has it chill spell. In addition, if all creatures leave the
rained here recently?” “Are there any fruit trees area of effect, the spell ends.
nearhy?” The tree answers the question honestly. The material component for this spell is a feather.
If the question is beyond the scope of its knowl-
edge, the tree says, “I don’t known After answer- Notes: Granted by the Mulhorandi god Osiris
ing, the face disappears. of the FORGOTI”REALMSsetting.

The DM should keep in mind that a typical tree Chill Metal
doesn’t know very much, as it has little experi-
ence, never travels, and rarely interacts with other Reversedfom, heat metal.
living things in meaningful ways. As a rule of
thumb, a tree’s knowledge is limited to things it Chilling Scythe
has observed (passersby, weather conditions) and
general information about the immediate area (Evocation, Necromancy)
(animal populations, location of landmarks). A
tree can’t give dependable advice or make judg- Sphere: Combat, Necromantic
ments. If the DM is in doubt about what a particu-
lar tree knows, the tree answers, “I don’t know.” Level: 2
Range: 0
Notes: Uncommon for rangers; otherwise, very Components: V, S, M
rare.
CastingTime: 5
Chill -Old Empire Duration: 1 rdAevel
Area of Effect: 1scythe
(Alteration, Evocation)
Sphere: Combat Saving Throw: None

+Level: 3 This spell creates an oversized but weightless

Range: 50 yds. 10 ydsAevel scythe that can be wielded by any living c r e a m
Components:V, S , M
Casting Time: 6 either as a tool or as weapon. The scytbe appears in
Duration: 1 rd.llevel the hands of the spellcaster, hut can be given to an-
Area of Effect: Special
Saving Throw: % other to be wielded. The scythe is a two-handed, 7-

This spell creates a 30-foot-radius sphere of foot-long device that is a +2 enchanted weapon,
cold air. The caster can focus the cold on one crea-
ture in that area, inflicting 1 point of damage per dealing 2d4+2 points of piercing and slashing (Type
caster level (to a maximum of 10 points). If the
creature makes a successful saving throw vs. spell, P/S)physical damage (ld8+2 vs. L-sized or larger
the damage is halved. Each succeeding round, the
caster can focus on the same or another creaturein creatures) plus chilling for a further Id4 points of
the area of effect, inflicting 1 point of damage per
damage (no saving thmw). This chilling damage is
level (to a maximum of IO points) to any one crea-
caused hy draining life force, not hy cold however,
ture in the area of effect. Creatures in the area of
effectother than the target feel an unpleasant chill, the damage can be healed normally.A chilling scythe
but are not damaged by it.
has a speed factor of 5, and its dweomer enables the
The spell does not cause any damage during a
wielder to use it with no nonproficiencypenalty.

If a chilling scythe even touches an undead

creature it inflicts 4 6 points of damage and hurls

the creature helplessly 20 feet away from the

scythe. The undead creature cannot advance again

until the next round even if creature hit a harrier

before traveling the full distance.

The material component for this spell is a frag-

ment of bone.

Notes: Granted by the god Kelemvor, Judge of

the Damned, of the FOR- REALMSsetting.

> Circleof Life

Chimes of Finding then, the chimes toll more slowly, sadly. A suc-
cessful Wisdom check allows the caster to manip-
(Enchantment) ulate the sound for the benefit of any listeners.

Sphere: Elemental Air & Notes:Uncommon for priests from the DARKSUN
setting.
Level: 4
Range: 0 Choose Future
Components:V, S, M
(Divination)
Casting Time: 1 turn Sphere: Time

Duration: Special Level 3
Range: Touch
Area of Effect: Special Components:V, S, M
Casting Time: 6
Saving Throw: None Duration: 1 rd.
Area of Effect: Creature touched
Missing and wanted individuals can be located Saving Throw: None
with the chimes offinding spell,The spell does not
work on inanimate objects. This complicated In the round immediately following the casting
dweomer requires a set of wind chimes, a rela- of this spell, the affected creature is allowed two
tively detailed map of the area to be searched, a rolls for any single normal attack roll, initiative
roll, or saving throw. The affected creature can
personal item of the desired being, and a still, then chwse the best roll.

windless day. For example, a priest casts choose future on
The caster spreads the map out and suspends a warrior companion. In the next round, the warrior
attacks an enemy with her sword. The warrior
set of normal wind chimes above it; then passes makes two attack rolls instead of one, then chooses
the point of his or her finger over the map. When which roll will determine the outcome of her
the chimes sound, the person’s location is re- attack
vealed. The better the map, the easier it is to even-
The material components are two grains of
tually find the desired person. sand and a rose petal.
The chimes work even if the person is dead;
Notes:Common for priests with access to the
sphere of Time (TOM).

Circle of Life

(Alteration)

Sphere: Elemental Water

Level 3
Range: 0
Components: V, S, M
Casting Time: 4 rds.
Duration: I day

Area of Effect: 3 creaturesflevel

Saving Throw: None

This spell enables a number of creatures to sur-
vive in arid, inhospitable terrain. Those affectedby

the spell need only half their water requirements
per day, and regain 1extra hit point every 24 hours.

The spell does not help the caster in any way, in
fact, the caster requires twice the normal amount
of water. The priest transfers his own bodily water

Circle of F'rivacy #

~ attacksmade by owned OT alIied spirits.As soon as
the caster leaves the circle it ceases to function.
to those within the circle of life, and the constant
drain needs to be replenished. The material component of the spell is dust from
the bones of an animal or person killed by a spirit,
Notes: Common for priests of Water; other- which must be sprinkled over the area of thecircle.
wise, uncommon in the DARKSUNsetting.
Notes: Restricted to shamans, uncommon.
Circle of Privacy
Circle of Secrets*
(Alteration)
Sphere: Travelers -(Alteration)

Level: 4 Sphere: All
Range: Special RLeavnegle::3Special
Components:V, S, M
Casting Time: 4 Components: V, S
Duration: 1hrnevel Casting Time: 3
Area of Effect: 50-fL-diametercircle Duration: Concentration
Saving Throw: None
Area of Effect: Special
This spell helps to discourage predators and
trespassers from disturbing a campsite. The caster Saving Throw: None
sprinkles salt in a circle enclosing an area up to 50
feet in diameter. For the duration of the spell, all This cooperative magic spell allows a mini-
sounds and scents generated within the circle are
muted, making the area less noticeable to those mum of two and a maximum of twelve priests to
outside the circle. The group's chance for encoun-
ters is reduced by 50% for the duration of the spell. make themselves and a number of allies unde-
The spell provides no protection against infravi-
sion of other forms of magical detection. tectable by normal means. The priests stand or sit

The material components are a hair from a in a circle (two priests position themselves face-to-
skunk, a whisker from a mouse, and enough salt to
make a 50-foot-diameter circle. Eace, while three make a triangle) so that they are

Notes: Common for priests with access to the within arms' reach of each other. They then close
sphereof Travelers (Tow.
their eyes and concentrate. The DM may rule that
Circle of Protection from Spirits
both priests must follow the same deity, or they
(Abjuration)
Sphere: Wards may be followers of allied deities.

Level: 2 The spell's magic changes the appearance of
Range: 0
Components: V, S, M each priest into some natural terrain feature for as

Castin-e Time: 1rd. long as the priests maintain their concentration.

Duration: Special The terrain feature is dictated by the deity wor-
Area of Effect: 3 ft.flevel
Saving Throw: None shiped and the situation (a priest of Erik in a forest,

The shaman must draw or form a circle on the for example, might look like a tree, but might
ground, and so long as he or she does not move out
of the circle, any mortals within the circle are appear to be a cactus in the desert).
immune to possession attempts by spirits, and re-
ceive a -2 Armor Class bonus against any spirit's While the spell lasts,the priests look, feel, and
attack. The circle has no adverse effects on the
shaman's own spells or powers, but does affectthe smell like the object of their transformation. They

remain aware of their surroundings and are able to

hear and smell activities around them. They do not

actually polymorph into these magical forms,

however. A priest who assumes the form of a boul-

der, for example, can feel rough or smooth like a

boulder, hut isn't actually as hard as rock.

All passersby, even those searching for th.e

priests, are affected by the magic. Unless greatl

-...-... .-.- ....motivated, even those familiar with the groun
often ~ l r ~th~a"t ~threonr n~rfwrl feO+nrpIcI_ nnm5Jl
1"" ""..".-."..11.-.1

for the landscape. Those suspicious of the land-

scape ("Hey, that boulder wasn't here a minute

ago!") are allowed a saving throw vs. spell with a

-1 bonus for every priest participating in the circle

of secms. Success means the individual knows the

3 Clawcloud

natural features weren’t there previously (but does Notes: Rare spell, granted only by dwarven
not actually see the priests); failuremeans the indi- gods.
vidual dismisses his or her suspicions.
Circle of Sunmotes
In addition to their own forms, the casting
priests can affect one additional individual for Quest spell, see appendix in Vol.3.
every two priests casting the spell. These addi-
tional individuals stand between the priests or Clangeddin, Axe Storm of
within the circle and chanee shave alone with the
See axe storm of Clangeddin.
P )r
Clawcloud
n
Any pamclpan~~ V Y L . SS I ~ U ~ L K ~ LUI~ vL1cLaX~ .5 (ConjurationlSummoning)
Sphere: Summoning
the circle, reverts to normal. As long as two or more
priests maintain their concentration, however, the Levek 4
rest of the circle remains disguised, no matter how Range: 1 mi.nevel

many beings are enclosed. Thus, six priests could Components: V, S, M

cast the spell to include three allies, then four of the Casting Time: 1 rd.
priests could move away to pursue other activities. Duration: Id4 hrs.flevel
nvo priests must remain in concentration to safe- Area of Effect: Special
guard themselves and the three allies. Saving Throw: None

A true seeing spell or gem can penetrate a By casting this spell, the priest summons a
circle of secrets. Detect magic shows only that flock of huge ravens (or giant ravens as the priest
magic is present, but not the nature of the magic. desires), if such birds are within range. The
number appearing is 20+3d20 huge ravens or
Notes: Uncommon for priests from Cerilia, the 10+2d6giant ravens.
BIRTHRIOITsIetting.
The flock to the summoning priest, who then
Circle of Stone* -Dwarf instructs them as if using a speak with animals
spell. The ravens faithfully carry out the instruc-
(Evocation) tions of the priest, so far as their intelligence
Sphere: Proteaion allows. They can follow simple instructions, such
as: “Follow those fleeing figuresand attack them:’
Level: 5 or instructions to trail a target and report hack to
Range: 0 the priest, but not complex or abstract ones. The
DM determine the actions of ravens according to
Components: V, S their Intelligence. Giant ravens (Intelligence 5-7)
are capable of cunning maneuvers, such as follow-
CastingTime: 1 rd. ing a party of adventurers while staying a safe dis-
Duration: 1rd./level of lowest caster tance away from ranged attacks, and peeling off at
Area of Effect: Special a rate of one per hour or so to report hack to the
Saving Throw: None summoning priest.

This spell can be cast in any location in which The flock of ravens summoned by the claw-
pieces of stone larger than the caster surround him cloud spell returns to a wild, self-determined state
or her on at least three sides. The spell involves a on the fust dawn following their summoning.
short chant and the physical linkage (touching) of The material component is a raven’s feather.
all the beings to be encircled. It creates an invisi-
ble, magical field around them. Notes: Granted by Iuz the Evil of the WORLD
OP GREYHAWseKtting.
The field is spherical, with a IO foot radios
per caster involved. While it lasts, it confers a
bonus of +4 to the saving throws of all beings in
the circle, and a 5-in-6 chance that any spell or
magical item effect originating outside the circle
is reflected back at full power on its source,

Dwarves within a circle of stone gain a +3
bonus to anack rolls (not damage) and are empow-
ered to hit all opponents, even those normally
struckonly hy magical weapons of certain bonuses.

- Claws of Thad Hw- Dwarf

Claws of Thard Harr -Dwarf '22. Crmling C l a : ' A C 7 ; U V 9: HD hp;

(Alteration) T I W X 211: 4AT I :. Vme" I -t_Iarmorsd foe). I4
Sphere: Combat
(unarmored foe); SA Jump 15'; SD immune to
Level: 1 death magic, raise dead, charm, sleep, hold,
control undead, turning, holy water; edged
Range: Touch weapons inflict half damage, magical weapons
inflict no damage bonus: SW resurrection im-
Components:V, S, M mobilizes for 1 turnlcaster level: cold-based
spells make them brittle, giving a +1 damage
Casting Time: 4 + 1 rd.ilevel bonus to melee attacks against them; AL N, SZ
Duration: 3 ids. T ML Fearless (19-20); XP 35.

Area of Effect: 1 dwarf -Cleanse Old Empire

Saving Throw: None (Alteration)
Sphere: All
This spell transforms the hands of a willing
dwarf into rending talons know as the claws of Level: 1
Thard Ham. Each talon inflicts ld4+2 points of Range: 0
damage with a successful attack. Two anacks are
possible per round, one with each claw. The long Components:V, S,M
claws prevent the dwarf from wielding a weapon
for the duration of the spell. CastingTime: 1
Duration: Instantaneous
The spell requires the priest's holy symbol and. Area of Effect: The caster
a preserved talon of a wild beast personally slain Saving Throw: None
by the caster, Neither is destroyed by the casting.
This spell causes all grime, dinar stains tc e
Notes: Granted by the dwarven god Thard removed from the caster and his vestments, en-
abling the priest to present himself to his congre-
Ham. gation in immaculate condition. All clothing that
the caster wears is restored to its original color. If
Claws of Velsharoon the caster was exposed to any minor incidental dis-
eases, these are cured, provided they have not al-
(Necromancy) ready reached a noticeable level. This does not
Sphere: Necromantic affectdiseases such as mummy rot, rat bites, or ly-
canthropy. Even wounds are cleansed and infec-
Level: 1 tions are purified (healing 1 point of damage, if no
cure wounds spells had been applied previously).
Range: Touch
Components:V, S, M The material component for this spell is a
Casting Time: 4 per claw handful of clean sand.
Duration: Permanent
Notes: Rare spell for Mulhorandi priests in the
Area of Effect: 1 severed limbflevel FORGOTIERNEALMSsetting.
Saving Thmw: None
Cleanse
This spell enables the caster to animate one
cmwling claw per level of experience. Once created, Athasian Dragon King
crawling claws can be directed by the telepathic magic; psionic component
renders this 10th level spell
commands of the creator or given duties similar to uncastuble bypriesrs.
that of a skeleton. If any crawling claws are later de-
smyed, the spellcaster can animate additional sev-
ered limbs, but the caster's total number of animate
crawlingclaws cannot exceed his or her level.

The material components for this spell are a
number severed limbs equal to the number of
crawling claws to be animated and the priest's holy
symbol.

Notes: Granted by the god V e l s h m n the Lich
Lord of the FORGOITERNEALMSsetting.

LJ 120

> ClearAir

Cleanse Community small shack, but might take a whole day for a
palace. Shamans can shorten the casting time by
(Abjuration)
Sphere: Protection enlisting the aid of other shamans.
To cast the spell, the shaman and any assistants
Level: 5
Range: Special first take supple boughs and clumps of leafy plants.

Components: V,S,M Thus armed, they rampage around the dwelling,
shouting threats and calling down curses upon any
Casting Time: 3 hrs. spirit that might resist them. Lashing at the air with
Duration: 1 year
Area of Effect: Special their boughs, they strike at the walls, floors and
Saving Throw: Special beams, and items of furniture. Any weapons,
people, or domestic animals inside the home they
This spell works in much the same way as the beat with clumps of plants, while ornaments are
3rd-level spell cleanse hearth, driving possessing shaken and clothes flung about. Nothing is left un-
spirits from an area for one year. The casting touched. Furniture is emptied, sides of meat beaten
shaman, and any assistants rampage through the against each other and sacks of grain tom open. In
village or community, striking at the air, ritually this way, the shamans charge around the house,
heating buildings, furniture. animals, and people. driving the spirits out.

The spell affects any group of dwellings con- Spirits whose Hit Dice exceed the caster’s
sidered by the inhabitants to form a single commu-
nity. Most often this is a single village, but might level, are unaffected. Each other spirit in the home
be a valley or similararea, or even a city neighbor- is allowed a saving throw vs. spell. If successful,
hood inhabited by an isolated cultural or demihu- the spirit must leave for 2d6 week;; failure means
man enclave.
the spirit is driven out and cannot return.
No spirit is immune to the spell (unless hound), Note that the spell also affects spirits possessing
regardless of Hit Dice. However, such spiritsremain
unaffected if the person, beast or object they inhab- people and domestic beasts in the home (provided
ited is not shuck by any of the shamans. Further,
any spirit making a successful saving throw vs. spell that they are present when the spell is cast), as well
can return to the area after Id10 months. as those inhabiting buildings or objects there. If for
any reason the shamans fail to beat any room,
The material components for the spell are the animal, person or object in the house, then any spir-
branches and plants used to beat the spirits away. its possessing that thing remain unaffected by the
spell. Spirits living in the rooms without possessing
Notes: Restricted to shamans, uncommon. any particular object, and those in wild animals
(like mice) inside the house, are all affected by the
Cleanse Hearth spell. However, the spell has no effect on bound
spirits, like fetish spirits bound into objects, or spir-
(Abjuration) its that naturally live in plants or animals.

Sphere: Protection The material components for the spell are

Level: 3 simply the branches and plants used to beat the
Range: Special
spirits away.
Components:V,S , M Notes:Restricted to shamans. uncommon,

Casting Time: 1turn Clear Air
Duration: 3 mo.
Area of Effect: Special GnvocationIEvoeation)
Saving Throw: fi Sphere: Elemental Air

This spell is used to cast out spirits from any Level: 4
one hearth (home). A “hearth” might be as small as
a beggar’s shack, or as large as a whole farmstead Range: Touch
(including barns and outbuildings) or a royal
palace, but it must be the residence of a single Components: V, M
family. The spell’s casting time is therefore ap-
proximate: it takes only one round to cleanse a Casting Time: 7 + 1 rd.Aevel

Duration: 1 turn

Area of Effect: 20-ft-radius globe

Saving Throw: Special

iJ 121

Clear Path f

This spell creates an area in which the air remains This spell clears away weeds, stones, and other
perfectly clear. Clear air banishes smoke, gas, fog, debris in a IO-foot-wide path extending 10 feet in
and instantly settles particles such as blowing front of the caster. The caster can create a continn-
sand, smt, or grit. Creatures in gaseous form m ous path for the duration of the spell, clearing a 10-
immediately expelled from its confines, and they foot-squareahead of him as long as he continues
cannot enter the area while the spell is in effect. to move forward. The spell affectsjungles, forests,
The spell affects the area surrounding the creature rocky ground, and snow.
touched, and it is mobile with that creature.
The result of the cleared path is that movement
The material component for this spell is the costs are reduced by half. This is reflected in a re-
priest’s holy symbol. duction of the penalty against movement in rough
terrain. (See the DMG for terrain costs for move-
Notes: Granted by the wind god Akadi of the ment.) For example, if clearpath is used in heavy
jungle, the movement cost is reduced from 8 to 4.
FORWITENREALMSsetting. In no case can clear path reduce movement cost
helow 1.
Clear Path
The magic has no effect on rivers, lakes, or
(Alteration) other bodies of water, nor does it affect quicksand,
Reversible lava, or similar natural obstacles. It also has no
Sphere: Tkavelers effect on magically-created terrain or manmade
barricades. It does not excavate or clear collapsed
Level: 5 tunnels. A priest using the clear path spell can be
Range: 0 tracked easily (tracking proficiency is not re-
quired).
Components: V,S, M
The material components are a knife blade and
Casting Time: 5 a straw from a broom.
Duration: 1 hr.fievel
Area of Effect: Special The reverse, ciuner path, causes weeds, small
Saving Throw: None stones, and similar debris to litter a 10-foot path
extending 10 feet behind the caster. This hides a
trail, making tracking more difficult. The caster
can create a continuous path for the duration of the
spell. The chance to successfully track on a clut-
tered path is reduced by 50%.

The material components are a handful of peh-
bles and a handfulof weeds.

Notes: Common for to priests with major
access to the sphere of Travelers.

Clear Water

(Alteratinn)
Reversible
Sphere: Elemental Water

Level: 2
Range: Touch

I

Components: V, S , M
CastingTime: 2
Duration: Instantaneous
Area of Effect: 1 gallowlevel
Saving Throw: None

With this spell, the priest can bring Athasian
water closer to its m e elemental form. Impurities
and imperfections are removed, making it more ef-

Cloak of Fear

fective at quenching thirst and nourishing plant ery spell is the feather of an eagle or hawk.
life, A creature requires only half as much cleared The reverse of this spell, cloak offear: empowers a
water as normal water for drinking. An active single creature touched to radiate a personal aura of
human, for instance, needs only Yz gallon of fear, at will, out to a 3-foot radius.All other charac-
cleared water per day to avoid dehydration. ters and creatures within this aura must roll suc-
cessful saving throws vs. spell or run away in panic
When used to grow plants, cleared water can for 2d8 rounds. Affected individuals may or may
double the yield of fruit or grain hearing plants. not drop items, at the D M s option.
This also applies to trees of life and magical fruit
trees, hut only if cleared water is used to nurture The spell has no effect upon undead of any
the trees for every day of their growing life. sort. The effect can be used hut once, and the spell
expires after eight hours if not brought down ear-
The material component is a single drop of dis- lier. Members of the recipient’s party are not
tilled water. immune to the effects of the spell.

The reverse of this spell, muddy water: has ex- The material component for the reverse is the
actly the opposite effect. Creatures must drink tail feather of a vulture or chicken.
twice as much and plants yield half as much. The
effects of muddy water are not readily apparent- Notes: Common for clerics (PHB).
creatures may think they are taking their fill of
water but find themselves suffering from dehydra- Cloak of Dark Power -Draw
tion anyway; farmers may not realize until the
crops are in and it’s tm late. (Alteration, Evocation)
Sphere: Necromantic
The material component of the reverse is a
rotted seed. Level: 1
Range: 0
Noten:Uncommon forpriests from the DARKSUN
setting. Components: V,S

Cloak of Bravery Casting Time: 4

(ConjurationlSummoning) Duration: 3 rds. + 1rd.flevel
Reversible
Sphere: Charm Area of Effect: The caster
Saving Throw: None
Level: 4
Range: Touch This spell creates a dark aura of coursing,
swirling power around the caster. The priest’s
Components: V,S , M body and anything worn or carried are protected
Casting Time: 6 hy this aura from the effects of full sunlight, even
under the open, daytime sky of the surface world.
Duration: Special Arms and armor imhued with the radiations of the
Area of Effect: 1to 4 creatures touched Underdark do not begin to lose their power, and
Saving Throw: Neg. the drow caster suffers no bright light combat
penalties while under the effect of the cloak. A
The cloak of bmvery spell can be cast upon any continual light spell cast directly against the cloak
willing creature. The protected individual gains a of darkpower negates both spells.
bonus to a saving throw against any form of fear
(hut not awe-an ability of some Lesser and A priest shmuded in a cloak of dark power func-
Greater Powers). When cast, the spell can affect tions as if one experiencelevel higher in all dealings
one to four creatures of the caster’s choice. If only with undead. Arachnids (and others using arachnid
one is affected, the saving throw bonus is +4. If forms) attack a cloak-wearer at penalty of -3.
two are affected, the bonus is +3, and so forth,
until four creatures are protected hy a +I bonus. Notes: Granted by the drow goddess Lolth.
The magic of the cloak of b r a w v spell works only
once and then the spell ends, whether or not the Cloak of Fear
creature’s saving throw is successful. The spell
ends after eight hours if no saving throw is re- Reversedform,cloak of bravery. Thisform is used
quired before then. by evilpf?ests.

The material component for the cloak of bmv-

-Cloak of Gaer Drow -

~

-Cloak of Gaer Draw Cloud of Pestilence

(Necromancy) (Alteration, Evocation)
Sphere: Healing Sphere: Combat, Elemental Air

Level: 7 Level 4 20-ft.-
Range: 10yds./level
Range: Touch Components: V, S

Components:V, S, M Casting Time: 7

Casting Time: 1 rd. Duration: 4 rds.
Duration: Special Area of Effect: 40-ft.-wide, 2O-ft:high.
Area of Effect: Creature touched deep cloud
Saving Throw: None
Saving Throw: Special
This powctful spcll surrounds the protected
creature with a faint magical aura. It takes effect This spell creates a billowing cloud of yellow-
(days or perhaps years later) when the being it is ish-green vapors that resembles the 5th-level
cast on must make a system shock survival roll,or wizard spell, cloudkill-but a cloud of pestilence
when the being reaches 6 hit points or less. It can
be cast on a just-injured being. When either of the cannot be moved by any known means (though
triggering conditions occurs, the following happen: dispel magic causes it to fade into nothingness); it

A system shock survival roll, if required, is auto- sits motionless until the spell expires. The caster is
matically successful, regardless of the creature’s unaffectedby his or her own cloud ofpestilence, as
Constitution. is any creature wearing or bearing a consecrated
The creature regenerates severed or missing
limbs or body extremities. holy symbol of Talona. All other creatures caught
The cloak purges the body of all poisons, dis- in or entering the acrid, foul-smelling vapor cloud
eases, insanity, chams and outside mental influ- must make a saving throw vs. spell.
ences, curses and gens effects, possession or
symbiotic life (even if friendly and desired), and The fust round of exposure to the vapors (or
feeblemindedness. It also cancels the effects of
anyforget spells previously cast on the being; during initial exposure in the case of those who
The creature is restored to full wakefulness, leave and reenter the area of effect), those who
alertness, sobriety, and a pain-free state.
The cloak heals 4d8 hit points of damage. succeed at the saving throw are unaffected. Those
who fail the saving throw take Id4 points of
If this spell is cast on an hurt Creature within 2 damage and begin coughing violently.
rounds of an injury major enough to activate the
cloak, the spell has the effects noted above, and Spellcasting, normal speech, and tasks requiring
allows a being who has failed a system shock sur- dexterity, such as opening locks, writing, and the
vival roll a second chance. This roll is made at a
+22%bonus. Failure means death occurs, but the like, are impossible.
purge and regenerate effects occur to the corpse.
On the second round of exposure (or second ex-
If this spell is applied 3 to 9 rounds after a being posure in the case of those who leave and reenter
has been shicken, it allows a second system shock the m a of effect),another saving throw is made. If
survival roll, but without any bonus;other spell ef- successful, the victim continues to cough and suf-
fects occur as noted here. If the spell is applied later, fers another Id4 points of damage. If unsuccessful,
it only purges and regenerates (even on bodies). the vapors inflict 3d4 points of damage, the victim
is slowed (as the spell), the continues to cough, and
The spell’s material components are four drops suffers blurred vision, resultingin a -2 penalty to all
each of holy water, the caster’s blood, and dew. A attack rolls, difficulty in telling friend from foe
dispel magic cannot end this spell if it has not been
activated. This magic has enabled many dead drow when the two m near each other, and an increased
to return and hunt down foes. Certain draw wiz- possibility of tripping, bumping into things or
ards are rumored to use a similar spell. people, and like effects.

Notes: Granted by the drow goddess Lolth. On the third round of exposure(orthird exposure
to the same cloud of pestilence), another saving
throw must he rolled. If successful, the victim takes
Id4 points of damageand the coughing continues.If
unsuccessful, the victim sinks into unconsciousness
and takes 4d6 points of additional damage.

On the founh round (or fourth exposure), an-
other saving throw must be rolled. If successful,

\ Cloudburst

the victim takes Id4 points of damage and suffers Cloud of Putrefaction
a coughing fit until the spell expires. If unsuccess-
ful, the victim suffers 4d6 points of damage, (Evocation)
coughing continues, and the victim is slowed for Reversible
ld4+1 rounds after the cloud dissipates and con- Sphere: ElementalAir, Elemental Water
tracts a lung disease. This reduces movement rate
by 1, makes facial muscles twitch and tremble Level 5
from time to time, and steals 1 hit point every 2 Ran.ge: 30 yds.
days. The lost hit points cannot be restored until Components: V, S
the disease is cured loss continues at the rate of 1 CastingTime: 8
hit point every 2 days until the disease is banished Duration: Special
or the victim dies. The disease, known as TalonaS Area of Effect: 20-ft. cube
grimace by the facial twitch it causes, is curable by Saving Throw: None
magic and by the proper use of some herbal medi-
cines, but not through simple rest. This reverse of cloud of purification creates a
billowy cloud of vile vapors that moves with the
Notes: Granted by Talona, Mistress of Disease, prevailing wind at a rate of 20 feet per round. A
of the FORWITENREALMSsetting. strong wind (more than 18 mph) breaks it up in
four rounds, and a greater wind (a gusf of wind
Cloud of Purification spell, for example) disperses it in one round, as
does thick vegetation.
(Evocation)
Sphere: ElementalAir, ElementalWater The cloud transmutes pure water into organic
filth and rotting garbage. Small animals (mice.
Level: 5 squirrels, etc.) mutate into rats and rot grubs. Flies
Range: 30 yds. and other foul insects immediately rise from the
Components: V, S mess. If cast over a sewer or garbage heap, the
Casting Time: 5 spell doubles the filth created. The cloud itself
Duration: I rd.fleve1 lasts for only one round per level, but the effects
Area of Effect: 20-ft. cube are nonmagical and permanent until magically pu-
Saving Throw: None rified or negated by time (though flowing water
also tends to eliminate the effects relatively
This spell creates a billowy cloud of magical quickly). This spell can spoil a castle's water
supply or foul a small river. Depending upon what
vapors that moves with the prevailing wind at a rate the caster uses this spell for, it may well require a
RAYENLOFpoI wers check.
of 20 feet per round. A strong wind (greater than 18
Notes:Common on the Demiplane of Dread;
miles per hour) breaks it up in 4 rounds, and a
used mostly by evil priests.
greater wind (a gust of wind spell, for example) dis-
perses it in one round, as does thick vegetation. Cloudburst

The cloud of purificafion transmutes organic (Invocation,Evocation)
Sphere: ElementalAir, Elemental Water, Weather
filth, garbage, and vermin (mice, rats, rot grubs, and
Level: 3
so on) into an equal quantity of pure water. For ex- Range: 10 yds.Aevel
ample, a nest of rot grubs caught in the cloud would Components: V, S, M
Casting Time: 6
melt, becoming small puddles of clean water. If the Duration: 1 rd.
Area of Effect: 30% diameter cylinder, up to 60
spell is cast over a body of water, the cloud merges ft. high
Saving Throw: None
with a portion of the water equal to its own size,
This spell precipitates a rush of water out of the
transmuting any filth, microbes, small fish, or other air, instantly drenching everything in the area of
effect. Normal fires are extinguished. Permanent
impurities into clean water.

The cloud's vapors are heavier than air, so they

tthn.ee.. . ..hSionl.kesto.m mthi.es i(.sevuesneI^ud1o.wlo"nr
lowest level of land

z-souna). Iinus, swll

E:leansinga sewer or well.

This spell in no way affects magical creatures

cir any creature larger than a normal rat.

125

Cloudscape f

magical fires go out, but re-light in Id2 rounds the cloudscupe into a unique flying conveyance
(weapons in 1 round). Fire-based spells of 1st or easily enough.
2nd level are negated immediately.
Notes: Uncommon for druids.
Fire-based spells of 3rd level M higher are also
negated, hut create a steam cloud with a 120-ft.di- Clues of Ash
ameter. Those within the steam cloud are scalded
for Id3 points of damage per round (twice this for (Divination)
cold-based creatures). The steam cloud lasts Sphere: Elemental Fire
ld4+1 rounds, half that in a breeze, and hut one
round in a strong wind. Level: 2
Range: 0
This spell has doubled effect in humid climes,
causes a heavy dampness in and climes, produces Components: S, M
slush and sleet at temperatures near freezing, and
creates up to 10 inches of snow if the temperature Casting Time: 1 rd.
is below freezing. Duration: Special
Area of Effect: 10 ft.flevel radius
Notes: Uncommon for druids (originally pub- Saving Throw: NA
lished in Unearthed Alrum). Granted by Istishia
the Water Lord of the FORWITENREALMS setting. C a s ~ tghis spell on a pile of ashes gives the casfer
a smoky vision of the scene before an itemor creature
Cloudscape was destmyed. The vision ends at the time the thing
wastuined~killedandbeginslmundperlevelofthe
(Alteration) casterm a .Thus, a 4th-level priest sees the last four
Sphere: Weather minutes of a destroyed object's existence. Cluesofash
revealswhether the thing was an item or a living cm-
Level: 5 ture,and whether it was destroyed by fire or by defil-
Range: 120yds. ing magic. If the casteris examining vegetable matter
destroyed by defilingmagic, thereis a 10%chancethe
Components: V,S priest can identify the spell thatdestroyed it.

Casting Time: 8 Notes: Uncommon for priests from the DARK
Duration: 3 tumdevel of caster
Area of Effect: 1,000cu. ft.flevel of caster SUNsetting.
Saving Throw: None
Clutter Path
A character can cast cloudscape on a single
cloud or pm of a cloud hank, usually fmm a nearby Reversedform clear path.
mountaintop or while flying. It causes 1,ooO cubic
feet of cloud per level of the caster to become solid Coalstone
enoughto support any weight. The solidified clouds
remain airbane and feel like a thick carpet. Lost spell. This is reputed to allow the creation of
a special stone, the known properties of which
A creature that falls onto the magically follow. (Updatedfmm DRAGOmNagazine).
strengthened cloud sustains falling damage. An
animal or individual that flies into the solidified 1% a"'
cloud falls, stunned, for a round, and must make a 1Jut black-burns as a glowing coal at the
successful Dexterity check to recover. A creature
flying through a cloud at the moment the cloud so- tiearer's command. Even when cold. the stone
lidities is allowed a saving throw vs. petrifaction.
Success means the creature escapes: failure means ...","*-"" ...I,as a dull, crimson glow deep within it. The
the creature is trapped as the cloud solidifies ":..e"' " u r r r v r r r "W"..I*l:l l l ' l l
amund it. However, as the cloud is porous, such 6'"C" n" "A,&.I.., .-o"LAL:u"L"L..I-I*L 'i...C..
creatures can continue to breathe until the spell's
duration elapses. ',,-.""L-

The solidified cloud itself continues to drift radius circle, and burns anyone (including the
with the wind as usual. While the caster cannot use
bearer) fM I point of damage per round held if
this particular spell to propel the cloud, a control
winds spell can summon a great gust of air to nun -no protection against fire is used. It burns out in

time. crumbline into a fine black dust. The coal-
stone burns out after 1 year per level of the cre-

ator It 1s created from a diamond, magically

melded with a live coal

A coalstone ignites any commonly flamma-

LJ 126

Cold Hand

\

torches, and so on). When dropped in a liquid, and so on. An attempt to break the code of secrecy
the stone is not extinguished; it can be used for communicates a completely unrelated matter: the
cooking or can he carried in a fireproof con- menu at lunch, an opinion of the mayor’s recent
tainer for warmth. speech, and so on, as the DM decides.

Coat of Mist During the casting, the priest exhorts the crea-
tare to remain silent about a certain fact. The more
(Summoning) general the forbidden topic is, the shorter the
Sphere: Elemental Air, Elemental Water spell’s duration. For example, consider the various
degrees of secrecy:
Level: 2
Range: 0 General Secret: “A guild called fila’s Quick
Components:V, S Fingers exists in Muden:’ Duration: 1 daylcaster
Casting Time: 4 level.
Duration: 1 rd.llevel Uncommon Secret: “fila’s Quick Fingers guild
Area of Effect: Self works in conjunction with the temple of El(‘)a”
Saving Throw: NA Duration: 1weeW caster level.
Specific Secret: “Fulda spiritwalker leads both
A priest can use this spell to create a magical fila’s Quick Fingers guild and the temple of bla.
mist about himself, The spell can be used only at Duration: 1 month per caster level.
night, during a rainstorm, or at any other time nat- Exacting Secret: “Behind a plaque of a black
ural mists might he present. The coat of mist im- dagger in the east hall of the Basilica’s basement
proves the caster’s Armor Class by 2, and gives a level lies a secret door that will open up onto a
+2 saving thmw bonus against fire- or sun-based staircase leading down into the Quick fingers
attacks. These modifiers are cumulative with other guild‘s headquarters if one speaks the password
bonuses the priest might have, but the caster can correctly.” Duration: 1 year1caster level.
benefit from only one coat of mist at a time
Each secret to be enforced requires a separate
Notes: Uncommon for priests from the DARK casting.

SUNsetting. The spell’s material component is a piece of
animal tongue.
Code of Secrecy
Notes: Known to priests of fila’s Temple.
(EnchantmenVCharm) (Updated from DRAGONMagazine.)
Sphere: Charm
Cold Hand
Level: 5
Range: Touch (Alteration)
Components: V, S, M Sphere: Combat, Elemental Water
Casting Time: 1 rd.
Duration: Varies Level: 5
Area of Effect: 1 individual Range: Touch
Saving Throw: Neg.
Components: V,S
A successful casting of this spell prevents the Casting Time: 8
individual from any communication whatsoever
about a topic forbidden by the caster. The spell can Duration: Instantaneous
be cast only upon a creature with an Intelligence Area of Effect: 1 touched creature
score of at least 3. Wisdom adjustments apply to Saving Throw: None
the saving throw.
Despite its name, this spell works through the
If the individual fails a savingthrow vs. spell, all entire body of the caster, not just a hand. The caster
communication concerning the secret is blocked: is unaffected hy this magic (and can even undertake
speech, writing, hand signals, pading, symbology, other spellcasting or activities for an indefinite
period of time without disturbing the cast-and-wait-
ing cold hand magic), but the fust being touched
suffers its effects. A successful attack roll is re-
quired in most situations, although this spell is
sometimes used in rituals to harm a willing devotee
of Auril, as a sign of the “cold favor of the goddess:’

/ 127 \

Combine’ f

A cold hand touch causes 1 point of damage to Comforts of Home -Halfling
0Phantasm)
any touched target, plus 1 point per level of its
caster to a maximum of 21 points of damage. No Sphere: Ravelem
saving throw is allowed against the magic, hut nat-
Level 1
ural or magical resistance to cold can reduce Range: Touch
damage by as much as half (and in some excep- Components: V, S , M
Casting Time: 1rd.
tional cases to nothing). Duration: 8 hrs.
Notes: Granted by Auril Frostmaiden of the Area of Effect: Creature touched
Saving Throw: None
FORGOTTENREALMSsetting. This spell is found
This simple spell allows a willing recipient to
only in a few exceptionally rare tomes. pamper himself or herself with all the comforrs of
home. For the duration of the spell, even the most
Combine* meager trail rations warm the belly like a favorite
home cooked meal, the hard-packed ground feels
(Evocation) like a soft, warm bed, upon awakening the recipi-
Sphere: All ent feels like he or she has bathed and changed into
a fresh, clean set of clothes, etc. While this spell
Level: 1 does not alter the reality of the recipient’s current
Range: Touch environment, it does alter his or her perception of
Components:V, S that environment, mitigating the psychological
rigors of travel.
Casting Time: 1 rd.
Duration: Special This spell does provide one tangible benefit:
Any night’s sleep had while under the effectsof
Area of Effect: Circle of priests this spell is equivalentto complete bed-rest, allow-
Saving Throw: None ing the recipient of the comforrs of home to regain
3 hit points for the day and be fully rested for the
Using this spell, three to five priests combine purpose of praying for spells.

their abilities so that one of them casts spells and The material components of this spell are the
turns undead at an enhanced level. The highest priest’sholy symbol.

level priest (or one of them, if two or more are tied Notes: Granted by the halfling goddess
for highest) stands alone, while the others join Cyrrollalee.

hands in a surrounding circle. The central priest Command
casts the combine spell. He temporarily gains one
level for each priest in the circle, up to a maximum (EnchantmenVCharm)

gain of four levels. The level increase affects turn- Sphere: Charm, Comhat, Law
ing undead and spell details that vary with the
caster’s level. The central priest gains no addi- Level: 1
tional spells and the group is limited to his cur- Range: 30 yds.
rently memorized spells. Components: V
Casting Time: 1
The encircling priests must concentrate on Duration: 1 rd.
maintaining the combine effect. They lose all Area of Effect: 1 creature
Saving Throw: None
Armor Class bonuses for shield and Dexterity. If
any of them has his concentration broken, the com- This spell enables the priest to command an-
other creature with a single word. The command
bine spell ends immediately.If the combine spell is must be uttered in a language understood by the
broken while the central priest is in the act of cast- creature. The subject will obey to the best of hidits
ability only as long as the command is absolutely
ing a spell, that spell is mined just as if the caster clear and unequivocal; hence, a command of

was disturbed. Spells cast in combination have the
full, enhanced effect, even if the combine is
broken before the duration of the enhanced spell
ends. The combination is not broken if only the
central caster is disturbed.

Notes: Common for priests (PHB).

- Command Forest -Tnant
J

“Suicide!” is ignored. A command to “Die!” Command Earth
causes the creature to fall in a faint or cataleptic
state for one round, but thereafter the creature re- (Alteration)
vives and is alive and well. m i c a l commands m
back, halt,flee, run, stop,fall, go, leave, surrender: Sphere: Elemental Earth

sleep, rest, etc. No command affects a creaturefor Level 6
more than one round; undead are not affected at
all. Creatures with Intelligence of 13 (high) or Range: Special
more, or those with 6 or more Hit Dice (or experi- Components:V, M

ence levels) are allowed a saving throw vs. spell, +Casting Time: 9
adjusted for Wisdom. (Creatures with 13or higher
Intelligence and 6 Hit Dicellevels get only one Duration: 6 turns 1 t u d e v e l
saving throw.)
Area of Effect: Special
Notes: Common for clerics (PHB). Saving Throw: Neg.

This spell grants the priest limited power over

creatures from the elemental plane of Earth (earth

Command Another’s Pet -Shaman elementals, galeh duhr, xorn, and so on). While the

spell is in effect, such creatures cannot approach

(EnehantmenVCharm) within five feet of or attack the priest.

Sphere: Animal iP The priest can forego this protection and at-

Level: 2 tempt to charm one creature of elemental earth if
Range: 10yds.
desired. The Creature receives a saving throw vs.

spell at a -2 penalty. If the charm fails, the caster

Components:V, S,M might be attacked by the creature.A charmed crea-

Casting Time: 1 ture performs services for the priest for the spell

Duration: 1t u d e v e l duration, as normal for cham spells.

Area of Effect: 1 animal While the spell is in effect, the priest can com-

Saving Throw: None municate with creatures from the elemental plane

of Eanh, and their basic reaction to the priest is not

This spell allows the shaman to gain the imme- hostile. This spell does not grant any ability to ac-

diate loyalty of any tame, normal animal, includ- tually conjure or summon creatures.
ing giant varieties thereof. The animal views the
caster as its true master, forgetting all previous The material components for the spell are a

loyalties. It obe.ys an.y commands that it has been holy symbol and an opaque gemstone. .Datron
Ulaa..
trained to obey, but does not gain any special ahil- Notes: Granted bv the goddess of
ity to understand the caster, and no additional in- ,
telligence; it also retains its natural instincts and L

character, likes and dislikes. miners of the WORLDOF GREYHAWsKetting.

To cast this spell, the caster takes a piece if Command Forest -l h a n t
food suitable for the animal, and tosses it to the
creature. This is the spell’s material component, (EnchantmentJCharm)
Sphere: Plant
and cannot be reused. While most people know
that dogs eat meat, for example, more exotic pets Level: 5

may baffle a shaman. To correctly deduce the diet Range: Touch
of an unusual animal, the shaman must make a
successfulAnimal Lore proficiency check. Components: V, S
CastingTime: 1 turn
Notes: Restricted to shamans, uncommon,
Duration: 1 day

Area of Effect: Creature touched
Saving Throw: None

tures from the effects of this spell, such as a fa- When cast on a treant noble, this spell allows
miliar or a paladin’s warhorse. the noble to reverse its rapport with the forest,

sending out commands through the same process it
normally receives information.

Because of the limited awmness trees have of

the world around them and the time delay in com-
munication, commanding a forest through this

f 129 \

Command Monster

rapport is unwieldy at best. Simply getting all the opportunity for the subject to break free. A com-
trees to start moving, stop moving, or change di- mand to “die” or “sleep” renders the creature un-
rection at the same time requires conscientious
planning and several hours to execute (a minimum conscious for the spell‘s duration.
of one hour per mile the treant noble is from the Notes: Uncommon for clerics (P0:SM).
farthest edge of the forest.) So, while trees com-
manded in this way theoretically have all the ahil- Commune
ities of any other treant-animated trees, speaking
practically they can be commanded only to move, (Divination)
and the full movement capability of the trees is Sphere: All
rarely employed by the commanding noble. A
forest charging full tilt across the countryside Level: 5
could get into trouble before the noble became Range: 0
aware there was a problem. Components: V, S , M
Casting Time: 1turn
Notes: Very rare spell, known to treants.
(Updated from DUNGEON Magazine.) Duration: Special
Area of Effect: Special
Command Monster Saving Throw: None

(EnchanlmenUCharm) By use of a commune spell, the priest is able to
Sphere: Charm
contact his divinity-or agents thereof-and re-
Level: 6 quest information in the form of questions that can
Range: 60 yds.
Components: V he answered by a simple “yes” or “no.” The priest
Casting Time: 1
Duration: 1 rd.12 levels is allowed one such question for every experience
Area of Effect: 1creature level he has attained. The answers given are cor-
Saving Throw: Special
rect within the limits of the entity’s knowledge (“1
This spell allows the priest to issue a command to don’t know” is a legitimate answer, as powerful
any one creature within the spell’s range. The outer planar beings are not necessarily omnis-
magic of the spell translates the priest’s order into a
language or form the subject creature can under- cient). Optionally, the DM may give a single short
stand. The creature must have an Intelligence of at answer, of five words or less. The spell will, at
least 1 in order to be affected by this spell; those hest, provide information to aid character deci-
with a score of 0 cannot comprehend any order, no
matter how the priest phrases it. Undead creatures sions. Entities communed will s t ~ c t u r etheir an-
are immune to this spell. Other creatures may be al-
lowed a saving throw vs. spell to resist command swers to further their own purposes. It is probable
monster, hut only if their Intelligence is
Exceptional (15) or better, or their Hit Dice or that the DM will limit the use of commune spells
levels are equal to or greater than the caster’s level. to one per adventure, one per week, or even one

Just like the 1st-level spell command, the sub- per month, for the greater powers dislike frequent
jects obeys the priest’s one-word order to the best interruptions. Likewise, if the caster lags, dis-
of its ability. The order must he absolutely clear cusses the answers, or goes off to do anything else,
and unequivocal; the subject will continue to obey the spell immediately ends.
for one round per two caster levels-six rounds at
12th level, seven at 14th. and so on. If this action The material components necessary to a com-
places the subject in mortal peril, a saving throw
vs. spell is allowed, whether the subject was origi- mune spell are the priest’s religious symbol, holy
nally allowed one or not, to break free of the (unholy) water, and incense. If a particularly
spell’s power. Therefore, ordering a character potent commune is needed, a sacrifice proportion-
standing at the edge of a cliff to ‘?jump”creates an
ate with the difficulty of obtaining the information

is required, and if the offering is insufficient, only
p d a l or no information is gained.

Notes:Common for clerics (PHB).

commune with mfure,instead of commune.

J 130 L

Commune With Earth -Dwarf The spell operates in a radius of one-half mile per
level of the priest and to a depth of one-quartermile
(Divination) per level.The DM may limit the casting of this spell
Sphere: Divination
to once per month.
Level: 5 The material components are the priest's holy
Range: 0
Components:V, S, M symbol and a hit of earth, rock, or clay.
Casting Time: 1 turn Notes Restricted to dwarven priests. (Updated
Duration: Special
Area of Effect: Special from DRAGOMN agazine.)
Saving Throw: None
Commune With Greater Spirit
This spell enables a dwarven priest to become
one with the surrounding earth.The priest is able to (Divination)
learn one fact about the surrounding area for each
level of experience,in much the same manner as the Sphere: Divination Q
druid's commune with mmm spell. The caster can
"know" facts-ahead, left, right, (and up, level or Level: 5
down) about the following subjects: the ground,
minerals, bodies of water, people, general animal Range: 0
population, burrowing or subterranean creatures, Comwnents: V, S, M
fungi, and so on. The presence of powerful unnatu-
ral creaturescan be detected, as can the general state CastingTime: 1turn
of the earth. This spell is only effective in rocky
hills, mountains, or underground caverns or mines. Duration: Special

Area of Effect: Special

Saving Throw: None

This spell is similarto the commune with lesser

spirit spell. The points of difference are that any

type of spirit, including the shukenja's deity, can

be contacted by this spell and the questions are

limited to yes or no answers (although "maybe"

and "I don't know" are also acceptable replies).

The mataial component for this spell is an of-

fering of appropriate type and value to the spirit

contacted.

Notes: Common oriental

setting; othenvise,ve

(Divination) c"
Sphere: Divination

Level: 2
Range: 10 ft.
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: Special
Saving Throw: None

By use of the commune wirh lesser spirit spell,
the shukenja is able to contact any of the hundreds
of local spirits that dwell in the land. Local spirits

are those with limited range and power-lesser
spirits (as listed in the Monster sectiontthe spir-
its of a particular tree, rock, or stream are typical
lesser nature spirits. A spirit that haunts a single
building or compound could also be contacted.

131

- Commune With Nature J

The spirit of a mountain or river is greater than a “know” one f a c t 4 e a d . left, or right, about the
lesser spirit and is beyond the power of this spell. following subjects: the ground, plants, minerals,
To contact the spirit, the shukenja must know its bodies of water, people, general animal popula-
identity (which can he obtained through a trance tion, woodland creatures, and so on.
spell) and must be within 10 feet of the area where
the spirit is found. The presence of powerful unnatural creatures
can also be detected, as can the general state of the
Once the spirit is contacted, the shukenja can natural setting. The spell is most effective in out-
ask it one question for every level of experience he door settings, operating in a radius of one-half
has gained. The questions must he specific and mile for each level of the caster. In natural under-
clearly worded, hut are not limited to yes or no an- ground settings--caves, caverns, etc.-the range
swers. The spirit answers questions literally and
does not volunteer any information. The answers is limited to 10 yards per caster level. In con-
are always correct if the answer is known. Good
spirits attempt to be as helpful as possible within structed settings (dungeons and towns), the spell
the limits of the question, neutral spirits answer in will not function. The DM may limit the casting of
riddling or roundabout ways, and evil spirits this spell to once per month.
always try to distort the answer based on the word-
ing of the question. Notes: Common for druids (PHB).

The spirit can only answer those questions con- Communicate
cerning the immediate area it affects. Questions
beyond the scope of the spirit are wasted. Thus, the (Divination)
spirit of a great tree iu the village could not answer Sphere: Divination
questions about events outside the village, and a
ghost haunting a temple could not discuss events Level: 6
not related to the temple M its reasons for haunting
it. The DM must decide if any question is within Range: Unlimited
the realm of the local spirit. The DM can, if he
chooses, limit the use of this spell to once a week Components:V, S , M
(or even less) for any particular spirit, since they
do not care to be disturbed by the trifling affairs of Casting Time: 3 r+ds1. rdnevel
the material world. Duration: 1 turn
The material components of this spell are incense
and an offering appropriate to the nature of the Area of Effect: Caster and one individual
spirit.
individual to be contacted must be known to the priest,
Notes: Common for priests from an oriental and cannot be within any typeof force field like a cube
setting; otherwise, very rare.
offoKe, minorwad majorwad mjororminorglobe
Commune With Nature
of imlnembility, etc., nor under the protection of a
(Divination) mind b h k spell or a pionic defense like tower ofimn
Sphere: Animal, Plant
will. m e other, if asleep, will awaken upon making a
Level: 5
Range: 0 successful saving thrmy vs.spell (a new saving throw is
Components: V, S allowed every other meleemund).
Casting Time: 1turn
Duration: Special Once contact is established, if the subject is
Area of Effect: Special willing, the priest can see and hear, whatever that
Saving Throw: None
subject can see and hear, and vice versa.
This spell enables the caster to become one The communication link is so strong that the
with nature in the area, thus being empowered
with knowledge of the surrounding territory. For priest can cast a curing spell of any type upon the
each level of experience of the caster, he can person being contacted. Casting such a spell
breaks the link immediately. Further, the priest can
cast no further spells for one full day plus one ad-
ditional day for each level of the cure spell cast.

If contact is established while the subject is oc-
cupied (for example, casting a spell or involved in

melee), the subject must stop any current activity to
accept the communication. As the priest can only
look in on and communicate with a willing recipi-
ent, such refusal ends the spell immediately,leaving

J 132 L

> Compel -Shukenja

the caster no information about the recipient. -Compel Shukenja
The spell requires a mirror as a focus. (Ahjurstion)

Notes: Very rare spell. (Updated from DRAGON Sphere: Charm

Magazine.) Level 7 Q

Compel Range: 60 yds.
Components: V, S, M
(EnchanhnenWCham)
Sphere: C h a m Casting Time: 1 rd.

Level: 3 Duration: Special
Range: 30 yds.
Components: V Area of Effect: 1 creamre
Casting Time: 1
Duration: 2 rds. Saving Throw: Neg.
Area of Effect: 1 or 2 creatures
Saving Throw: None By means of this spell, fbe shuknja attempts to
correct the behavior of another by causing an
This spell enables the caster to command one
or two creatures with a single word, For the spell alignment change. The shukenja points to the crea-
to be effective, it must he uttered in a language un- ture to compel it to change its behavior. The crea-
derstood by any creature to be affected. Like the ture is allowed a saving throw vs. death. A creature
1st-level priest spell command, the subjects obey with fewer Hit Dice or levels than the sbukenja has
to the best of their ability if and only if the com-
mand is clear and unequivocal. Similarto the com- a -4 penalty applied to this roll. Those of equal
mand spell, a compulsion to “Die!” causes a through 150% more Hit Dice or levels have a
two-round cataleptic state, not death. ‘Qpical com-
pulsions are back, halt, flee, run, stop, fall, go, normal saving throw. Those with greater than
leave, surrender, sleep, and rest.
150% have a +4 bonus.
Undead are unaffected by this spell, but any
two living creatures within range who are seen and A successful savingthrowmeans the spell has no
mentally selected by the caster as the spell is cast
are subject to its effects. Beings having either an effect. Failure means creature’s alignment immedi-
Intelligence of 15 or greater or 8 or more Hit Dice ately becomes whatever the shukenja states.
or experience levels (or both) are allowed a saving
throw vs. spell that is not adjusted for Wisdom. If Accompanying this change of alignment is a change
this saving throw is successful, they are unaffected
by the magic. in the creature’s behavior tu match its new world-
view. Thus a lawful evil Npc changed to lawful g w d
A compel governs two consecutive rounds. If alignment immediately gives up his evil ways, disas-
the caster desires, a second, different compulsion sociates from his less-thawsavory companions, and
can be uttered in the second round. If this is not uies to atonefor his past misdeeds.
done, the initial command is followed for both
rounds. T o m regards use of this spell to render If the change is outside the alignments allowed
foes defenseless so they can be slain on the spot to
be a sin of the gravest sort. No priest would dare to by the subject’s cunent class, the individual does
do so; the penalty is a specialflamesm.ke.In addi- not lose any class-based abilities and can still ad-
tion to the normal effects of that spell, the miscre- vance in level. This is a special case, since the
ant is stripped of all spells and cast out of the faith.
deity has seen fit to make the alteration through its
Notes: Rare spell granted by the deity T o m in shukenja servant. It is quite likely, however, that
the FORGO‘ITENREALMSsetting. the individual will use such abilities in a manner

quite different from the norm. A ninja changed to
good alignment would use her ninja powers
against those seeking to cause evil or harm, often

doing so without pay or reward.
The material components for this spell are the

shukenja’s holy symbol and a set of coarse white

robes to be given to the subject once the spell bas
taken effect.

Notes: Common for priests from oriental set-
tings; otherwise, very rare.

J 133 \

Compulsive Order f

Compulsive Order Notes:Common for priests with access to the

(F,nchantment/Charm) sphere of Law.
Sphere: Law
Conceal
LRvel: 4
Range: 10 yds. Reversed f o m ,reveal.
Components: V, S, M
Casting Time: 5 Conceal Fire
Duration: Permanent
Area of Effect: 1 creature Reversed fom, watchfire.
Saving Throw: Neg.
Conceal Item -Draw
A being affectedby compulriveorderis mpelled
to place w&ng encnunteml into petfend e r . For (lllnsion/Phantasm)
example,tleasurewillbe dividedinto tidy piles or into Sphere: Protection
containers of silver, gold, and copper. Reluctant to
enter a dungeon because it is a messy place, once Level: 3
inside,the matureis obsessedwith cleaningi t A m a - Range: Touch
ture under the power of this spell might sweep din Components: V, S, M
fmm dungeon corridors into neat piles, arrange the
cnpses of a defeatedm band acmrding to size, dash +Casting Time: 1
forward to m o v e a bit of lint on clothing, or insists
that the party nganizethemselvesalphabetically,then Duration: 1 turn 1 rd.nevel
by size, and then by age.Whilethe spell does not affect Area of Effect: 1 item
a creature’s abilities, the overwhelming desire for Saving Throw: None
orderimpairsits usefulnessin most a d v e n w .
This magic enablesthe caster to render a single
when an individualafflictedby this spell altempts item utterly undetectable. The item can he any
to undertakea new action(begina battle, hagglewith a nonliving thing smaller than the caster’s total body
merchant, and so on), the player must rationalize the mass, as long as the caster carries or touches it.
action on the hasis of the character’scompulsion for The spell conceals even magical and alignment
d e r . Thus. a charactercannot simply attacka goblin, auras, and shows true seeing a blank, wavering
the player must announce a wndition, such as attack- area of white fog where the item is.
ing the tallest goblin and fighting his way down ac-
cording to size. Once the condition stated, the This spell is usually used to conceal a carried
charactermustfollow throughwith theplan. magical item or weapon. Priests of Vhaerann typi-
cally use it to hide holy symbols (when cast on any
If the player cannot conceive a rationale for the holy symbol, spell duration is tripled). Developed
character’s behavior, the character’s action is de- by a priestess of Lolth, this spell has been re-
layed for Id6 rounds, with this time spent in prepa- quested of Vhaerann by most of his priests and
ration for the subsequent action. For example, the granted to them, also.
charactermight spend time arranging spell compo-
nents artistically, deciding how to hold a sword, Its material component is a small handful
cleaning his weapon, and so on. (about 2 ounces)of the dust of any powdered gem-
stone (cheap stones, such as quartz, work fine).
Those afFected by a compulsiw order spell may
become violent if prevented 6um being neat. They do Notes: Granted by the drow powers Lolth and
what is necessary make the world amund themselves
more orderly.If allowedto organize the smundings, Vbaeraun.
they quickly calm down again. They constantly peti-
tion those amund them to te neat and organized. Conceal Lieforce -Vedic

The target creature is allowed a saving throw to (Abjuration)
avoid the effects of the spell. A successful dispel Sphere: Divination
magic spell countem the effect.
Level: 5
The material component is a perfect cube made Range: Touch
of metal. Components: V, S
Casting Time: 5
Duration: 1 daynevel
Area of Effect: 1 creature
Saving Throw: None

Confusion

This spell hides a being’s lifeforce (shakti) Confusion
from detection, preventing spells like karma sight
and reincarnationsight from working on the crea- @nchantment/Cham)
ture, It can also prevent a creature from being rein- Sphere: C h a m
carnated, at least temporarily. By casting conceal
lifeforre on a creature within an hour of its death, Level: 7
the creature’s self (atman) is hidden from the
divine agents who attend to reincamation. Range: 80 yds.
Components:V, S, M
This spell allows the subject to be raised or res- Casting Time: 1 rd.
urrected. (Accordingto Legends & Lare, this is the Duration: 1 rd.nevel
only way raise dead or resurrectioncan be used on Area of Effect: 40-ft. cube
a character from this culture more than a day after Saving Throw: Special
death.) Using this spell to prevent reincarnafionis
a violation of the cosmic order and may trigger This spell causes confusion in one or more
divine wrath. creatures within the area, creating indecision and
the inability to take effective action. The spell af-
Notes: Common for priests from a Vedic fects Id4 creatures, plus one creature per two
(Indian) culture; otherwise very rare. (Updated caster levels. Thus, seven to ten creatures can be
affected by a 12th- or 13th-level caster, eight to 11
from DRAGOMN agazine.) by a 14th- or 15th-level caster, and so on. These
creatures are allowed saving throws vs. spell with
Conceal Motivation -2 penalties, adjusted for Wisdom. Those success-
fully saving are unaffected by the spell. Confused
Reversedform,know motivation. creatures react as indicated on the table (roll ldlO
each).
Conceal Riches -Dwarf
D10
(Illusioflhantasm) Roll Reaction
Sphere: Charm
1 Wander away (unless prevented) for
Level: 4 duration of spell
Range: 80 yds.
2-6 Stand confused one round (then roll
Components: V,S again)

Casting Time: 1 rd. 7-9 Attack nearest creature for one round
Duration: Permanent (then roll again)
Area of Effect: 1being or a 20-ft. cube
Saving Throw: Special 10 Act normally for one round (then roll
again)
The conceal riches spell makes all items worn
or carried by one being or within an area up to 20 The spell lasts one round for each level of the
X 20 X 20 feet look worthless. Fine clothes Iwk caster. Those who fail their saving throws are
shabby and new, expensive, or luxurious items checked by the DM for actionseach round, for the
appear old and worn. This illusion is used by duration of the spell, or until the “wander away for
priests of Abbathor to disguise themselves or their the duration of the spell” result occurs.
treasure hoards and abodes (or those of others, for
a fee) to thwart robbery attempts. They also use Wandering creatures move as far from the
this spell to avoid being detained or molested caster as possible in their most typical mode of
when traveling with great wealth. The effect is per- movement (characters walk, fish swim, hats fly,
manent until successfully dispelled or until it is etc.). This is not panicked flight. Wandering crea-
dismissed by the caster. tures also have a 50% chance of using any special
innate movement abilities @lane shifr,burrowing,
Notes: Granted by the evil dwarven god flight, etc.). Saving throws and actions are checked
Abbatbor. at the beginning of each round. Any confused crea-
ture that is attacked perceives the attacker as an
Conformance enemy and acts according to its basic nature.

Quest spell, see appendix in Vol.3. The material component is a set of three nut
shells.

J L135

Conjure Air Elemental f

Note: If there are many creatures involved, the Conjure Animals
DM may decide to assume average results. For ex-
ample, if there are 16orcs affected and 25% coukl (ConjurationlSummoning)
be expected to successfully roll the saving throw, Sphere: Summoning
then four are assumed to have succeeded, one
wanders away, four attack the nearest creature, six Level: 6
stand confused and the last acts normally but must Range: 30 yds.
check next round. Since the orcs are not near the Components: V, S
party, the DM decides that two who are supposed Casting Time: 9
to attack the neaest creature attack each other, one Duration: 2 rds.llevel
attacks an orc that saved, and one attacks a can- Area of Effect: Special
fused OK, which strikes back. The next round, the Saving Throw: None
base is 11orcs, sincefour originally saved and one
wandered off. Another one wanders off, five stand The conjure animals spell enables the priest to
confused, four attack, and one acts normally. magically create one or more mammals to attack
his opponents. The total Hit Dice of the mammals
Notes: Common for clerics (PHB). cannot exceed twice his level, if the creature con-
jured is determined randomly. If a specific animal
ConjureAir Elemental type is conjured, the type cannot exceed his level.
The DM selects the type of animal that appears if it
(ConjuratiodSummoning) is randomly called. Thus, a priest of 12th level
Reversible could randomly conjure two mammals with 12Hit
Sphere: Elemental Air, Summoning Dice each, four with 6 Hit Dice each, six with 4 Hit
Dice each, eightwith 3 Hit Dice each, 12with 2 Hit
Level: 7 Dice each, or 24 with 1 Hit Die each. Count every
Range: 40 yds. +I hit point added to a creature’sHit Dice as 5 of a
Components:V, S Hit Die. Thus, a creature with 4+3 Hit Dice equals
Casting Time: 1 turn a 4% Hit Dice creature. The conjured animals
Duration: 1 t u d e v e l remain for two rounds for each level of the conjur-
Area of Effect: Special ing priest, or until slain, and they follow the caster’s
Saving Throw: None verbal commands. Conjured animals unfailingly
attack the priest’s opponents, hut resist being used
A caster who performs this spell summons an for any other purpose-they do not like it, become
air elemental to do his or her bidding. The elemen- noticeably more difficultto control, and may refuse
tal is 60% likely to have 12Hit Dice, 35% likely to any action, break free, or tum on the caster, de-
have 16 Hit Dice, and 5% likely to have 21 to 24 pending onthe nature of the creatureand thedetails
Hit Dice (20+ld4). Furthermore, the caster needs of the situation. The conjured animals disappear
but to command it, and it does as she or he desires, when slain.
for the elemental regards the caster as a friend to
be obeyed. The elemental remains until destroyed, Notes: Common for clerics (PHB).
dispelled, sent away by a dismissal or holy word
spell (see the 6th-level priest spell conjurefire ele- -Conjure Aurumvorax Gnome
mental), or the spell duration expires.
(ConjuratiodSnmmouing)
Notes: Common for druids (PHB).Granted hy Sphere: Animal, Summoning
the wind god Akadi of the FORWITENREALMS set-
ting Granted by the elven goddessAerdrie Faenya. Level: 5
Range: 30 yds.
Conjure Air or Water Elemental Components: V, S, M
CastingTime: 8
See conjure air elemental (7th) and conjure water Duration: 2 rds./level
elemental (6th)(P0:SMj. Area of Effect: Special
Saving Throw: None

The conjure aurumvomx spell enables the priest
to magically create an aummvoraxto attack his op-

ponents. The conjured creature remains for two by dismissalor a holy word spell (seethe conjurefir
elemental spell), or the spelldurationexpires.
rounds for each level of the conjuring priest, or
Notes: Common for druids (PHB).
until slain, and it follows the caster’s verbal com-
Conjure Elemental
mands. A conjured aummvorax unfailingly attacks
(ConjurationlSummoning)
the priest’s opponents, but resists being used for Sphere: Elemental

any other purpose aside from consuming gold. If an Level: 5
Range: 80 yds
a-vorax conjured by means of this spell is di- Components: V, S
Casting Time: 5 rds.
rected to act otherwise, it becomes noticeably more Duration: 1 tumilevel
Area of Effect: Special
difficult to control and may refuse any action, Saving Throw: None

break free,or turn on the caster, depending on the :I
conjure pre eiemenmt or ,m-rever conlurc earth
details of the situation.A conjured a w v o r a x dis- elemental spell for priests. Instead this spell allows
the caster 1.o open a special gate to any elemental
appears when slain or when the spell expires. plane t o which he has major access and summon
Y.. uPl,aum...Pun....al to step through. The Hit Dice of the
The material components of this spell are the

priest’s holy symbol and a solid gold carved fig-

urine of an ammvorax worth at least 100 gp. The

latter is consumed in the casting.

Notes: Granted by the gnome god, Gar1

Glittergold.

rake: SD half damaee from blunt weavons and
I

magical fire, immune to normal fire, poison, and

gases: AL N, SZ S 3’; Int Animal: ML Fearless

(19-20); XP 9,M)O.

Jaw Lock and R a81kme inWtshoent-dt.ahme abIgitee.o hits, the ObYU IL
iaws lock. inflictine er muna
9140 16
-

until the aurumvorax or foe is dead. Once itsjaws

lock, it rakes with 2d4 paws per round. Each paw

that hits inflicts 2d4 p i n t s of damage. The elemental will not turn on the caster, so
concentration need not be maintained. The ele-
Conjure Earth Elemental mental summoned remains for maximum of one
turn per level of the caster, or until it is slain or
(ConjurationlSummoning) magically banished.
Reversible
Sphere: Elemental Earth,Summoning Notes: Restricted to priests from a DARKSUN
campaign setting: replaces other elemental conjur-
Level: 7 ing spells, uncommon.
Range: 40 yds.
Components: V, S Conjure Fire Elemental
Casting Time: 1 turn
(ConjuratiodSummoning)
Duration: 1 t u d e v e l Reversible
Area of Effect: Special Sphere: Elemental Fire
Saving Throw: None
Level: 6
A caster who performs a conjure earth element01 Range: 80 yds.
Components: V, S
spell m o n s an delemental to do his bidding. Casting Time: 6 rds.
Duration: 1 t u d e v e l
’he elementalis 60% likely to have 12 Hit Dice,35%
HlikitelDyitcoeh(a2v0e+1I6&H).it Dice,and 5% likely have 21 to 211 Area of Effect: Special
Futhermm, the caster needs but
Saving Throw: None

tocommandit, and it does asdesired for the elemental

~ d the csaster as a friend to be obeyed. The ele- Upon casting a conjurepre elemental spell, the
caster opens a special gate to the elemental plane of
mental remains until destroyed, dispelled, sent away

2 137 \

- Conjure OreaterElemental I

Conjure Greater Elemental

(ConjuratiodSummoning)

Reversible

Level: 7

Range: 60 yds.
Components: V, S, M
Casting Time: 1 turn
Duration: 1 tumnevel
Area of Effect:Summons 1greater elemental
Saving Throw: None

This spell allows the caster to summon a single

greater elemental han elemental plane. The con-
juregrearerelemental spell is actuallyfourspells,each
of which can be cast only by a priest with accessto the

appropriate sphere. The power of the conjured greater

elemental depends on the level of the caster. Only one

geater elemental can be conjured in a day.
Greater elementals are both more powerful and

more intelligent than common elementals sum-

moned by lesser spells. While they can be forced

1o serve in the same manner as lesser elements, a

:onjured greater elemental can be bargained with,

. ",=,If the caster can show how its actions will further
L.u...uL.m.:ln...."t"l^e--D,""..1 1 - 1 1 "C_YI"I^L~CI_II"I. Tl lI.-l r C-"L".lDa-U. l l l Y "ItL

suitable inducements, or the greater elemental is

Fire,and a fire elemental is summonedto the vicinity 10%likely to depart to its home plane.

of the spellcaster. It is 65%likely that a 12 Hit Dice el- The material component of the spell (besides a
emental appears, 20% likely that a 16 Hit Dice ele-
great the quantity of the element at hand) is a small
mental appears, 9% likely that two to four
salamandersappear, 4% likely that an efreetiappears, amount of one of the following:

and 2% l i l y that a huge fire elemental of 21 to 24 Air Elemental: Burning incense
Hit Dice appears. The conjuring caster need not fear Earth Elemental: Softclay
that the elementalforce summoned will turn on him, Fire Elemental: Sulphur and phosphorus
so concentration upon the activities of the iire elemen- Water Elemental: Water and sand

tal (or other creahu~ssummoned)or protection frmn Special protection from elementals is available
by means of apmrectionfmm evil spell.
the CreaNre is not necessary. The elemental sum-
Caster Elemental Weapon
moned helps the caster however possible, including Level Hit Dice' to Hit
attackingthe caster's opponents.The fire elemental or
14 12 +2
other creature summoned remains for a maximum of 18 16
one turn per level of the caster,or until it is slain, sent 21 +2
back by a dispel mgic spell, the reverse of this spell 24 +2
(dismissfirreelemental), or similarmagic.

Notes: Common for druids (PHB).

'Any casting is 5% likely to summon the next more pow-
erfulelemental.Thc c a t e r elementalis 1%likely per Hit
Die to be free-Will.4. A 24th-level caster will summon a
greaterelementalofdemipower sfahls, at least 24 Hit Dice
and immuneto weapons of less than +3 enchmment.

Free-willed elementals of these power levels
can be negotiated with, but tend to be more hostile

Conjure Lesser Elemental

3

and less tractable, Spells such as exaction and tion, Further, they must be touched hy the priest
wrhbinding might be useful. during the casting. These minions attack as com-
manded by the priest for the duration of the spell
Notes: Common for elemental specialty (two rounds per level of experience of the caster).
priests; otherwise rare.
Lesser segarrans are compelled by the spell to
Conjure Greater Elemental devour the flesh of enemies who fall in combat, a
process taking 1-3 rounds depending upon the
(ConjnratiodSnmmoning) victim’s size. During this time, the creature
Reversible cannot attack or follow the caster’s commands. If
Sphere: Elemental the conjured segarrans do not kill and devour at
least one victim before the spell expires, then the
Level 7 caster must make a saving throw vs. spell or be af-
Range: 30 yds fected by a bestow curse as a sign of Ragarra’s
displeasure.
Components: V, S
CastingTime: 1 turn The material component is fresh water, spe-
Duration: 1 tumnevel cially blessed for use in this spell. The water is
Area of Effect: Special poured on the crocodilesat the time of casting. This
Saving Throw: None spell bas no effect if cast on a giant crocodile.

This spcll allows the caster to summon a single Notes: Granted by Ragarra, ajungle god found
greater elemental from, in the case of priests, theit in arabian settings.

sphere of major access, or, in the case of wizards THACO 16; #AT 1; Dmg weapon +2 or 2dX
and templars. from any plane. The Hit Dice of the (bite); SA Fightshaves as 5th-level fighter; MR
elemental are determined randomly. 10%;ALCE,IntAve(8-10); SZM(6’tall);ML
Fearless (20); XP 1,400.
DlOO Roll Hit Dice of Elemental
01-65 10 Conjure Lesser Elemental
6690
14 (ConjuratiodSummoning)
9140 Reversible
18 Sphere: Elemental (All)

This spell is otherwise identical to the 5th-level Level: 3
priest spell conjure elemental. Range: 30 yds
Components: V, S, M
Notes: Common for priests and druids fromthe CastingTime: 3 rds.
Duration: 1 turn +I roundilevel
DARKSUN setting, barred to templars; otherwise, Area of Effect: Special
Saving Throw: Special
very rare.
With this spell, a priest can freely summon a
Conjure Jungle Minions lesser elemental from his own elemental sphere.
The lesser elemental will do anything within its
(Alteration) power to aid the caster. A priest cannot summon an
elemental from an opposing sphere (that is, a water
PSphere: Animal priest cannot summon a fue elemental).Only cler-
Level: 4 ics and druids can cast this spell; templars cannot
conjure lesser elementals.
Range: Touch V
Once cast, there is a 50% chance for one to
Components: V,S,M three 2 Hit Die elementals to appear; a 25%
chance for one or two 4 Hit Die elementals; and a
Casting Time: 8
Duration: 2 rds.flevel

Area of Effect: 1 miniod3 levels

Saving Throw: None

By means of this spell, the caster can change
hahy common crocodiles or alligators (one for
every three experience levels of the priest) into
lesser segarrans.Thus, a 9th-level priest can change

three crocodiles into lesser segarrans. Of course,
the crocodiles must be at hand for this spell to func-

J 139 \

Conjure Nature Elemental f

..~ 25% chance that one 6 Hit Die elemental will priests of nature powers, or rangers above 5th level)
appear, The lesser elemental can he sent hack by can read the scroll. When reading from a scroll, a
the caster, one at a time or all at once, at any time. caster does not need to make a saving throw.
It automatically reNrnS to its home plane when the
spell ends. Nature elementals are summoned to return the
spell‘s area of effect to an uncultivated state. All
Conjured lesser elementals must be controlled signs of civilization and all humans or humanoids
by the priest; otherwise, it will simply assume a within the area of effect are obliterated. The only
defensive posture until it returns to its plane. people immune to the elemental’s fury are the
Lesser elementals won’t attack the priest when un- caster and up to 10 people per the caster’s level
controlled. Lesser elementals can he controlled up within a 100-yard-radiuswho are designated upon
to 30 yards away per level of the caster. Lesser casting the spell. The elemental disperses into its
water elementals are destroyed if they are ever environmental components when a 1-mileradius is
more than 30 yards from a large body of water. renovated or after 24 hours, whichever occurs first.

This spell requires a handful of material repre- Unlike other elementals, nature elementals
cannot be controlled. Their duties and the area in
-sentative of the elemental being’s home plane: which they are to perform them are set at their
Lesser Air Elemental Breath of the caster summoning. If the area a naNre elemental is sum-
Lesser Earth Elemental: Dirt, dust, or other earth moned into is free of signsof civilization, the crea-
* Lesser Fire Elemental Any burning object Nre disperses. NaNre elementals are not affected
-Lesser Water Elemental: Liquid, water, sweat, by pmrecfionfmm evil spells and like magics that
hold extraplanar creatures at hay.
spit, and so on.
Notes: Common for clerics and druids from the This spell is granted only by Chauntea to her
clergy members after great consideration upon the
DARKSUNsetting, barred to templars. damage it will inflict when used. (The only other
church known able to cast a similar spell is that of
CIonjure Nature Elemental Rillifane Rallithil, and he bas refused its usage for
over a century.)
(ConjuratiodSumrnoning)
Reversibh? The reverse of this spell, dismiss nature ele-
Sphere: h”t mental, dispersesa summoned nature elemental.

Level: I The material components for this spell are
Range: 100yds. burning incense, soft clay, sulfur, phosphorus,
Components:V, S , M water, sand, and a duly consecrated holy symbol.
Casting Time: 1 turn
Duration: Special or 24 hrs. Notes: Restricted to priests of Chauntea io the
Area of Effect: 1 mi.
Saving Throw: None F O R ~RENALMS setting; possibly available to

Upon the casting of this spell, the caster opens priests of Rillifane Rallithil (not known to be
a direct link with Chauntea and a portion of her granted in over a century). Optionally available to
essence forms a nature elemental from the uncivi- naNre priests.
lized and Uncultivated portions of the priest’s cur-
rent surroundings. ConjureWater Elemental

A caster of 16thlevel 01 less must make a saving (ConjuratiodSummoning)
throw vs. breath weapon. If the saving throw fails, Reversible
the caster provides the spmt @on of the elemen- Sphere: Elemental Water
tal’s essence (it is composed of earth, air, fire,water,
and spirit) and departs the Prime Material Plane Level: 6
when the elemental dispersesat the end of the spell’s Range: 80 yds.
duration.The caster is then dead, hut his 01 her body Components: V,S
remains intact (it is, oddly, not restructured like the Casting Time: 6 rds.
environment)and can be raised or resurmted. Duration: 1 N d e v e l
Area of Effect: Special
Priests must be above 17th level to inscribe this Saving Throw: None
spell onto a scroll, and then only someone who is in
touch with nature (druids, clerics or specialty Upon casting a conjure wafer elemenral spell,
the caster opens a special gate to the elemental

1 140 \

Contact Home Power

plane of Fire, and a water elemental is summoned to this item, the party is ambushed hy evil crea-
to the vicinity of the spellcaster. It is 65% likely tures from the Inner Planes but manages to defeat
that a 12 Hit Dice elemental appears, 20% likely them. Concerned that these creatures might be out-
that a 16 Hit Dice elemental appears, 9% likely lying guards protecting the item of interest, the
that two to four water weirds appear, 4% likely priest casts consequence, hoping for guidance. The
that an marid appears, and 2% likely that a huge DM knows that these creatures have nothing to do
noble water elemental of 21 to 24 Hit Dice ap- with the quest; the encounter was coincidental.
pears. The conjuring caster need not fear that the However, the surviving monsters will swn be re-
elemental force summoned will Nm on him, so turning with reinforcements to avenge their dead.
concentration upon the activities of the water ele- Therefore, the DM tells the priest's player, "To
mental or other CreaNres summoned or protection your goals these have no place, hut still they can
from the CreaNre is not necessary. The elemental cause more woe:'
summoned helps the caster however possible, in-
cluding attacking opponents of the caster. The Casting this spell taints subsequent castings of
water elemental or other creaNre summoned re- the same spell within a 24-hour span. A second
mains for a maximum of one turn per level of the casting within this period gives the same message
caster, or until it is slain, sent back by a dispel as the first, regardless of the true situation. A
m g i c spell, the reverse of this spell (dismisswater second priest who casts the spell within 24 hours
elemental),or similar magic. of another casting receives an accurate reading.

Notes: Common for druids. Istishia of the The spell requires three special coins or dice
made of platinum (total value of at least 1,oW gp),
FORGOTTENRBALMsSetting and the sea elf god which the priest tosses in his hand while concen-
Deep Sashelas have a version that differs only in trating on the spell. The coins or dice are not con-
that the water weirds are replaced by varrdig (ele- sumed in the casting.
mental vermin from the elemental plane of Water).
Notes: Common for priests with major access
Consequence to the sphere of Numbers, uncommon for priests
with major access to the sphere of Divination
(Divination)
Sphere: Numbers,Divination (TOM).

Level: 5 Contact Home Power
Range: 0
(ConjurationlSnmmoning)
Components: V, S, M Sphere: All

Casting Time: 1 rd. Level: 2
Duration: Instantaneous Range: Unlimited
Area of Effect: Special
Saving Throw: None Components: V,S , M

This spell allows the priest to determine how Casting Time: I Nm
one recent event fits into the grand scheme. By Duration: 1 wk.
casting this spell, the priest can determine whether Area of Effect: The caster
the sequence or situation that gave rise to the spe- Saving Throw: None
cific event is complete or whether it is ongoing;
whether it was a significant or insignificant event This spell establishes a tenuous link through
in the larger picture; or whether it will continue to the Asml Plane between the caster's present loca-
have repercussions for the participants. tion and that of the patron power. This link permits
the priest to regain spells as if the god is recog-
Using his knowledge of circumstances, the DM nized and venerated within the crystal sphere.
communicates these facts to the caster's player.
This arcane message is normally straightforward Distance has no effect upon the priest's attempt
and easy to understand, hut in the case of highly to contact the home power, but dimensional gates,
complex circumstances, the message might be antimagic fields, and the effects of dispel magic
cryptic. In any case, the message is truthful. will prevent the use of the spell. Also, the spell will
not function in areas from which the power has
For example, a priest and her party are on a been specifically banished (whether from death of
holy quest to retrieve an item of power. On the way an avatar, banishment by spell, or some voluntary
action of the god). A priest attempting to link with

Contact Spirit -Shaman f

his or her patron power in such locations become tainer is worth 10 gp, the spirit suffersa -1 penalty to
aware that contact with the god is not possible, but save: if it is wolth 100g p the penalty is -2; a !,ooO g p
will not know the reason. receptaclegives a -3 penalty, and so on. The shaman
needs 2d6 days to prepare such a receptacle.
The duration of the spell is one week, as long
as the priest remains in the same crystal sphere in The spell requires a container in which the
which the spell was cast. Passage into another spirit is to be trapped.
plane (even the ethereal) breaks the spell, as will a
successful dispel magic. This spell cannot be cast Notes: Restricted to shamans, uncommon.
in the phlogiston.
Contaminate Water
The material component of this spell is a small
horn. When winded, the horn calls the attention of Reversedform, purify water. Thisform is used by
the deity to its servant (it also attracts the attention evil priests.
of otherswithin earshot).
Continual Darkness
Notes: Common for priests from a spelljam-
ming culture; otherwise, very rare. Reversed form, continual light. This form is used
by evil priests.
Contain Spirit -Shaman
Continual Faerie Fire
(EnchantmenWCharm)
Sphere: Summoning (Alteration)
Spherr: Weather
Level: 2
Range: 10yds. Level: 3
Components: V, S, M Range: 120yds.
CastineTime: 1 rd. Components: V, M
Casting Time: 6
I Duration: Permanent
Area of Effect: 25 sq. ft.Aeve1, within a 70-ft.
Duration: Special radius
Area of Effect: 1 spirit Saving Throw: None
Saving Throw: Neg.
This spell is most often used to illuminate tem-
This spell allows the caster to trap any one ples or temporary places of worship. Continual
spirit within a bottle, gourd, or other container. faerie fire allows a priest to cover an area with a
pale, glowing light. This radiance can be of any
For the spell to work, the spirit must be within color desired by the caster. Amber, green, red, ale-
ten yards of the caster, the caster’s level must be brown, and purple, in that order, seem the most
equal to or greater than the spirit’s Hit Dice, and popular. Crafty spellcasters sometimes employ
the caster must be holding or touching an appro- blue-white or specific aura hues to simulate magi-
priate receptacle. On completing the incantation, cal auras. The spell’s area of effect can be of any
the shaman seals the receptacle, and unless the size up to the limit imposed hy the priest’s level,
spirit makes a successful saving throw vs. para- but it must he continuous. A row of patches of light
lyzation, it is trapped. The shaman cannot speak the size of coins would require a row of spells,
to, coerce, or destroy an ensnared spirit without whereas a ribbon or circle of light in the same area
casting further spells. could be created with a single spell.

The spell is, theoretically, permanent. As long When in contact with the lit area, all beings and
as the receptacle remains sealed, the spirit is objects are outlinedwith a slightlymore intense light
trapped and unable to use any of its powers. than their surroundings. Invisible creatures m also
However, if the container is ever opened or broken, surrounded with a nimhus and rwealed if in contact
the spirit is immediately freed. with continualfaeriefire,but uoncorporeal,ethereal,
or gaseous creatures are unaffected. Undead crea-
Further, if the spirit’s Hit Dice exactly equal tures, however disguised, display an aura of black-
the caster’s level, then it can attempt to force its ness when in contact with Continualfaeriefire.
way out. Once per week the spirit is allowed a
saving throw vs. paralysis, and if successful, the All creatures and objects possessing or under the
spirit forces the container open and breaks free. CUlTent influenceof cast magicthat is not pan of their

Shamanswishing to preventpowerful spmts from
escaping can use specially prep& receptacles, in-
scribed with elaborate channs. As a d e . if the con-

142 L

ContinualShadow

essentialnature radiate an additionalflickeringwhite This spell is similar to a light spell, except that
aura. (The magic that animates some undead crea- it is as bright as full daylight and lasts until
tures is p m of their essential nature: they would not negated by magical darkness or by a dispel magic
cause a white aura unless they alsobore some special spell. Creatures with penalties in bright light suffer
magical item or cast dweomex) Spellcastingor acti- them in this spell’s area of effect. As with the light
vating a magical item while in contact with the radi- spell, this can be cast into air, onto an object, or at
ance of continual faerie fire is accompanied by tiny, a creature. In the third case, the continual light af-
winking white motes of light. (A flickering white fects the space about one foot behind a creature
aurais notdisplayedby beingsthat have onlymemc- that successfully rolls its saving throw vs. spell (a
r i d spells and not yet cast them.) The white aura failed saving throw means the continual light is
concentrates around magical items and surrounds centered on the creature and moves as it moves).
beings under a dweomer. In other words, a magical Note that this spell also blinds a creature if it is
sword or potion flask would display this flickering successfully cast upon the creature’s visual organs.
white aura, and the entire person of a polymorphed If the spell is cast on a small object that is then
being would glow. The whole of any illusion also placed in a light-proof covering, the spell effects
glows with this flickeringwhite aura. Aura effects are are blocked until the covering is removed.
cumulative: An undead creature imbued with spell
abilityor disguisedby an illusionwould have a black Continual lighr brought into an area of magical
darkness (or vice versa) cancels the darkness so
aura haloed with a flickeringwhite one. that the otherwise prevailing light conditions exist
The radiance does not harm undead or creatures in the overlapping areas of effect. A direct casting
of a continual light spell against a similar or
that dwell in darkness and doesn’t approach the in- weaker magical darkness cancels both.
tensity of sunlight,but creatures with normal vision
can attack and function as in normal light. The radi- This spell eventually consumes the material it
ance does not alter or damage objects or creatures is cast upon, but the process takes far longer than
within its area of effectin any way. Moving objects the time in a typical campaign. Extremely hard and
and creatures retain a glowing outline for one expensive materials might last hundreds or even
round after they leave the area lit by the spell. thousands of years.

Continualfaeriejire operates independently of The reverse spell, continual darkness, causes
magical light and darkness, functioning as if nei- complete absence of light (pitch blackness), similar
ther existed. Within areas of bright light, the wink- to the darkness spellbut of greater durationand area..
ing white lights of magical outlines are hard to see,
and the colored outlines around beings and objects Notes: Common for priests and druids (PHB).
appear as a faint fuzziness around the perceived
edges of their outlined forms. Continual Shadow

The material components of this spell are a (Alteration)
piece of foxfire, a drop of water, a pinch of ashes, Sphere: Son
and pinch of bone dust.
Level: 3
Notes: Uncommon for priests in the Range: 120yds.
FORGOITENRBALMSsetting. Components: V,S
Casting Time: 6
Continual Light Duration: Permanent
Area of Effect: 60-ft.-radius globe
(Alteration) Saving Throw: Special
Reversible
Sphere: Creation,Guardian, Sun This spell is similar to a continual light or con-
tinual darkness spell, except it creates an area of
Level: 3 perpetual shadow and gloom and lasts until
Range: 120 yds. negated by magical light, magical darkness, or a
successful dispel magic spell. Creatures with
Components: V,S penalties or bonuses in areas of shadow receive
Casting Time: 6 them in this spell’s area of effect. As with the con-
tinual light and continual darkness spells, this
Duration: Permanent spell can be cast into the air, onto an object, or at a
Area of Effect: [email protected] globe
Saving Throw: Special

Contract of Nephthys -Old Empin fl

creature. In the third case, the continual shadow If either party deliberately chooses to not meet
affects the space ahout 1 foot behind a creature
that makes a successful saving throw vs. spell; a the terms of the contract, Nephthys’s heel grinds
failed saving throw means the continual shadow is
centered on and moves with the creature. If the the emng conuactor’swealth into dust. In a short
spell is cast on a small object that is then placed in
a light-pmof covering, the spell effects are blocked period of time, the whims of fate inexorably drive
until the covering is removed.
that party into bankruptcy, destroy his or her husi-
Continual shadow brought into an area of mag-
ical darhess or magical light temporarily cancels ness, and separate the contractor permanently
the light or darhess so that otherwise prevailing
light conditions exist in the overlapping areas of from any remaining wealth.
effect.A direct casting of a continual shadow spell
against a similar or weaker magical light or magi- Any penalties imposed by this spell cease one
cal darhess cancels both.
year after the creation of the contract, regardless of
This spell eventually consumes the material it
is cast upon, but the process takes far longer than when the contract was violated. Lost wealth is re-
the time in a typical campaign. Extremely hard and
expensive materials might last hundreds or even gained only through renewed effort, however. The
thousands of years.
contract of Nephthys can he negated (through a
Notes: Granted by the Chultan god Eshowdow
of the FORGOTTERNEALMsSetting. short ritual statement) by the original caster with

Contract of Nephthys -Old Empire the willing agreement of both parties before its du-

(EnchantrnentICharm) ration expires, provided a forfeiture price is paid to
Sphere: Charm
the caster. The caster decides what forfeinue price
Level: 4
Range: Touch is sufficient, but impoverishing the contractors is
Components:V, S, M
Casting Time: Special not desirable or allowed. If the original caster has
Duration: 1 year
Area of Effect: 2 beings died, a contract can be negated by a higher level
Saving Throw: None
priestess of Nephthys in the same manner.
A conrract of Nephthys binds two individuals
into a mutually acceptable agreement, the break- The use of this spell is standard practice in im-
ing of which carries severe consequences.
portant business dealings in Mulhorand. Temples
During the casting, the priest must recite all the
terms of the contract, down to the most exacting of Nephthys typically demand 1% to 5% of both
detail (thus the variable casting time). The spell
fails if either party is not a willing participant, is parties’ profit on any contract enforced by the
under the effectsof a charm spell (or similar effect
or ability), or is not in their right mind, as adjudi- magic of this spell, plus the cost of the gold dust
cated by the DM.
material component. Failure to pay for the spell‘s
If either party fails to meet the terms of the con-
tract due to factors beyond their control and despite casting has the same effect as deliberately violat-
their best efforts, the contractor finds the hand of
Nephthys rests heavy on his or her business.Any at- ing the contract.
tempt to earn a profit that would normally succeed,
either for a business or for personal use, suffers the The material component of this spell is a hair
whims of fate and results in no net gain. (All losses
are fully realized and breaking even can also occur.) from each participant and a handful of gold dust

worth at least I00 g p that is thrown in the air over
both contractors.

Notes: Granted by the Mulhorandi god

Nephthys of the FOR- REALMSsetting.

Control Animal

(EnchanhnentICharm)
Sphere: Animal

Level: 3 + IO yds./level
Range: 60yds.
Components: V, S

Casting Time: 6

Duration: 1 rd.Awel

Area of Effect: 1 animal

Saving Throw: Neg.

A priest casts this spell to force an animal to do
his bidding. The creatureis allowed a saving throw
vs. spell; if it fails, the caster can direct it with
simple commands to act in any fashion desired.
Sample commands include “Attack,” “Run,”

”Fetch,” etc. Suicidal or self-destructive com-

J 144 L

- Conrml Giant Insext
I

mands allow another saving t h w to break freeof round and assume control of another the next. The
the caster’s control, with a +1 to +4 bonus depend- tyrants involved will do nothing during those two
rounds. Death tyrants cannot rebel against this
ing on the extremity of the caster’s orders. control, which ovemdes and always supersedes
Ordering an animal to engage in combat is not their directives.
necessarily self-destructive, as long as the foe is
not more than three times the animal‘s Hit Dice or Only an elder orb or an evil priest of 18 or
more than two size categories larger than the sub- greater Intelligence can use this spell.

ject. For example, a wolf (2+2 Hit Dice, size M) Notes: Restricted to elder orbs (common) and
evil priests or 18 or better Intelligence (very rare).
would attack a troll ( 6 6 Hit Dice, size L) without
hesitation, but it might break free of the caster’s Control Giant Insect
control if ordered to attack a huge (size H) dragon
or an 8+8 HD umber hulk. @nchantment/Charm)
Sphere: Animal
Contml animal establishes a mental link be-
tween the caster and the subject, and the animal Level: 4
can be directed by silent mental command as long Range: 1M)yds.flevel
as it remains within range. Because the caster’s in-
telligence directs the animal, the creature may be Components: V,S , M
able to take actions normally beyond its own com-
prehension, such as manipulating objects with its +Casting Time: 7
paws and mouth. The caster need not concentrate
in order to maintain control of the creature unless Duration: 1 turn 1 rd.flevel
trying to direct it to do something it normally Area of Effect: 1 giant insect
wouldn’t. Saving Throw: Neg.

Control animal only works on normal or giant- This spell works on any giant or magically en-
sized animals with Intelligence ratings between 1 larged insect that fails a saving throw vs. spell.
and 4. Magical animals, monsters, and creatures of Only one insect can be controlled per spell. The
low Intelligence or higher are immune to the ef- insect cannot be used as a steed by the caster be-
fects of this spell. Druids never use this spell. cause of the particular nature of the magic, which
enables the caster to precisely control the insect
Notes: Uncommon for priests with access to from afar. This involves the caster making move-
the Animal sphere; barred to druids. ments that are imitated as precisely as possible by
the insect (given differing body types). Thus, a
Control Aratha priest could force a beetle to follow a complex
route, pull a lever, push chess pieces about on a
See control giant insect. hoard, and perform other complex tasks, to the
limits its body allows.
Control Death ’Qrant -Beholder
This spell (originally known as conrml aratha)
( N - 3W C Y ) was developed by the priests of the Dawnspire in
Sphere: Necromantic Myth Drannor to enable them to control local giant
killer beetles, or arathas, and force them to serve
Level: 4 as temple guardians.
Range: 0
The material component is a scale, piece of
Components: V chitin, or body part of the same type of insect. This
can be a dried husk or remnant, and can be fromany
CastingTime: 7 size of related insect (for example, a giant wasp can
Duration: 1 day be controlledusing the wing of a normal wasp).
Area of Effect: The caster
Saving Throw: None. Not= Common for priests of Lathander of the
FORC~~TREENALMSsetting: otherwise, uncom-
This spell enables an elder orb to control any mon to very rare.
death tyrant within one mile per current Hit Die of
the elder. This control is like a charmperson influ-
ences humans. The elder orb can simultaneously
control one death tyrant per point of Intelligence it
currently possesses. If faced with more tyrants that
its control limit, it can drop control of one in one

J i145

- ConbolLycanthmpes I

Control Lycanthropes weather conditions, The party could stand about in
shirt sleeves during the worst blizzard (although it
(EnchantmenVCharm) would be raining on them) or make ice for their
Sphere: Charm drinks during a scorchingheat wave.

Level 6 The spell also provides protection from intense
Range: 60 yds. normal and magical attacks. If the extremeof tem-
Components: V, S, M perature is beyond what could he affected by the
Casting Time: 3 spell (a searing blast of afireball or the icy chill of
Duration: Special a white dragon), the spell reduces the damage
Area of Effect: Special caused by 5 points for every level of the caster.
Normal saving throws are still allowed, and the re-
Saving Throw: Neg. duction is taken after the saving throw is made or
failed. Once shuck by such an attack, the spell im-
One werebear or weretiger, 1-2 wereboars, 1-3 mediately collapses.
werewolves or wolfweres, 1-4 wererats, or 1jack-
alwere can be controlled by means of this spell. The material component for this spell is a strip
Control of only one type of lycanthrope can be at- of willow bark (to lower temperatures) or rasp-
tempted with a single use of this spell. If the lycan- berry leaves (to raise temperatures).
thrope is in human form, the druid need not say
what type of lycanthrope is affected, but if lycan- Notes: Common for druids (PHB).
thropes of more than one type are present in
human form, only those of one type (druid's Control Vapor
choice or choice at random on basis of lycan-
thropic Hit Dice) is affected. Control lasts as long (Alteration, ConjnrationlSummoning)
as the lycanthropes continue to fail their saving Sphere: Elemental Air, Elemental Water
throws. A new check is made every night during
the week of the full moon (seven nights); between Level 5
full moons, control is automatic. The effects of the Range: 40yds.
spell are like those of the 4th-level wizard spell, Components:V, S , M
charm monster. The caster can force controlled ly- Casting Time: 8
canthropes into and out of wereform by means of a Duration: 1 rd.nevel
simple command. Area of Effect: IO-ft./level-radius sphere
Saving Throw: None
Notes: Very rare for druids. (Updated from
By means of this spell, the caster can alter the
DRAGOMNagazine.) movement rate and direction of natural or magical
smokes and vapors, including incendiary clouds,
Control Temperature, 10' Radius smoke ghosts, gaseous breath weapons, fog cloud,
and cloudkill, as well as the smoky effects of py-
(Alteration) mtechnics and creatures in gaseous form. Within
Sphere: Weather the area of effect,wind effects are negated, even if
of magical origin, and the caster can hold a vapor
Level: 4 stationary or move it up to 10 feet per level each
round in any desired direction. If the vapor passes
Range: 0 out of the stationary area of effect, control is lost.

Components:V, S , M Creatures in gaseous form (such as vampires)
and those wind walking receive no saving throw
Casting Time: 7 + 1 tutn/level against the spell. A vapor cannot alter its form, be
altered in form, nor be split into several vapors
Duration: 4 tums unless the caster so wills; however, creatures nor-
mally able to alter their nongaseous form into an-
Area of Effect: 10-ft.radius other form (such as a corporeal one) can do so
whether the caster desires them to or not. The
Saving Throw: None process of changing form takes twice as long as
usual while they are affected by control vapor.
When this spell is cast, the temperature sur- Clouds of insects and similar insubstantial or

rounding the caster can be altered by IO" E, either

upward or downward,per level of experienceof the

spellcaster.Thus, a 10th-level caster could raise or
lower the surrounding temperature from 1 to 100
degrees. The spell can be used to ensure the com-

fort of the caster and those with him in extreme

1 146 i

> ControlWeather

amorphously formed hut nongaseous creatures are decided by the DM, depending on the climate and
not affectedhy this spell.
season. Weather conditions have three compo-
The drow of the Underdark are reputed to use
a parallel form of this spell in one or more of nents: precipitation, temperarum, and wind. The
their faiths.
spell can change these conditions according to the
The material component is the priest's holy
symbol (which is not destroyed in casting the weather chart.
spell) and a bean or pea.
The upper-case headings represent existing
Notes: Granted by the god Eldath of the
FORWITEVREALMSsetting. weather conditions. The lower-case headings

Control Weather below each upper-case heading are the new condi-

(Alteration) tions to which the caster can change the existing
Sphere: Weether
conditions. Furthermore, the caster can control the
Level: 7
Range: 0 direction of the wind. For example, a day that is
Components:V, S , M
Casting Time: 1 turn clear, warm, and with moderate wind can he con-
Duration: 4d12 hrs.
Area of Effect: 4d4 sq. mi. trolled to become hazy, hot, and calm.
Saving Throw: None
Contradictions are not possible-fog and strong
The contml weather spell enables a priest to
change the weather in the local area. The spell af- wind, for example. Multiple control weather spells
fects the weather for 4d12 hours in an area of 4d4
square miles. It requires one Nrn to cast the spell, can be used only in succession.
and an additional Id4 Nms for the effects of the
spell to he felt. The current weather conditions are The material components for this spell are the

priest's religious symbol, incense, and prayer

beads or similar prayer object. Obviously, this

spell functions only in areas where there are ap-

,*.,""*."~.:"Ipropriate climatic conditions. c,.
I, ..raLU,=, --.1I1..J"",--,a":'"...." "p"'"'" -.I. Y..A."OaL"+ 1." i t
I". L..l ,a" 1 L

is for druids), duration and area are doubled, and

the caster can change the prevailing weather by

two places (for example precipitation can he

changed from partly cloudy to heavy sleet, tem-

perature from cool to arctic, and wind from calm

to strong).

Notes: Common for druids (PHB)

Precipitation Temperature Wind

CLEAR WEATHER HOT CALM
Very clear Dead calm
Light clouds 01hazy Sweltering heat Light wind
Warm Moderate wind
PARTLY CLOUDY
Clear weather WARM MODERATE WIND
Cloudy Hot Calm
Mistnight rain Cool Strong wind
/small hail
Sleetnigbt snow COOL STRONG WIND
Warm Moderate wind
CLOUDY Cold Gale
Partly cloudy
Deeo clouds COLD GALE
Fog Cool Strong wind
Heavy rainilarge hail Arctic cold
Driving sleetheavy snow Storm

STORM
Gale
Humcane-typhoon

J 147 \

Control Winds it to increase or decrease. However, the rate of the
change cannot be altered. The spell remains in
(Alteration) force for one turn for each level of experience of
Sphere: ElementalAir, Weather
the caster. When the spell is exhausted, the force of
Level: 5 the wind wanes or waxes at the same rate, until it
Range: 0 reaches the level it was at before the spell took
Components:V, S effect. Another caster can use a control winds spell
to counter the effects of a like spell up to the limits
Casting Time: 8
Duration: I t u d e v e l of his own ability.
Area of Effect: 40-ftAevelradius Notes: Common for druids (PHB).

Saving Throw: None Converse -Shanian

By means of a coniml winds spell, the caster is (Invocation)
able to alter wind force in the area of effect. For
Sphere: Animal, Plant, Elemental (All) P
every three levels of experience, the caster can in-
Level: 5
crease or decrease wind force by one level of Range: 15 yds.
strength. Wind strengths are given on the table.

Components: V, S

Wind Fom Miles Per Hour CastingTime: 1rd.
Light Breeze
Moderate Breeze 8-18 Duration: 1 t u d e v e l
19-3 I
Strone Breeze 32-54 Area of Effect: Caster
~ 55-72
73-176 Saving Throw: None
Gale
Converse allows a shaman to bold a brief wnver-
Sto
Humcane sation with the natural world. Instead of asking a
single question of all within range,the shaman picks
Winds in excess of 19 miles per hour drive a singletarget (a tree, a h i d , a stream, etc.) and asks a
small flying creatures-those eagle-sized and single question of the spirit that dwells within it. The
thing then replies, and the shaman can continue to
under-from the skies, severely affect missile ac- ask subsequent questions of the same or another
curacy, and make sailing difficult. Winds in excess thing within the range of the spell. A total of 2d6
questions (rolled in secret by the DhQ can be asked.
of 32 miles per hour drive even man-sized flying The spiritswill answer to the best of their abilities.
creatures from the skies and cause minor ship
damage. Winds in excess of 55 miles per hour The objects of which questions are asked must
drive all flying creatures from the skies, uproot be natural, living things with spirits in them. Dead
trees of small size, knock down wooden structures,
tear off roofs, and endanger ships.Winds in excess or artificial objects (like a felled tree or a sword)

of 73 miles per hour are of hurricane force. cannot be questioned.
An “eye” of 40-foot radius, in which the wind The spirits’ answers are imperceptible to any

is calm, exists around the caster. Note that while otherspresent at the casting, and the same concen-
the spell can be used in underground places, the tration and silence are required to hear the words

eye shrinks one foot for every foot of confinement, of the natural world. When asking questions the
if the spell is cast in an area smaller than the area shaman can sing (to the wind), make animal noises
of effect. For example, if the area of effect is a 360 (to the animals), or sit in silence (askingthe earth),

foot radius, and the space only allows a 350 foot as seems appropriate.
area, the eye shrinks by 10 feet to a 30-foot radius; Notes: Restricted to shamans, uncommon
a space under 320 feet in radius would eliminate
the eye and subject the spellcaster to the effects of
the wind.

Once the spell is cast, the wind force increases
or decreases by 3 miles per hour per round until
the maximum or minimum speed is attained. The

caster, with one round of complete concentration,
can stabilize the wind at its current strength, or set

J 148 \

Corpse Whimr

Converse with Sea Creatures The material component of this spell is a small
trumpet made of shell (which is destroyed in the
(Alteration) casting) and the caster’s holy symbol.
Sphere: Animal, Divination
Notes: Uncommon for aquatic or seagoing
Level 3 priests: otherwise, rare
Range: 0
Componenu: V,M Corpse Whisper
CastingTime: 3
Duration: 1 rd.flevel (Neemmaney)
Area of Effect: 10-yd. radiusflevel Sphere: Necromantic
Saving Throw: None
Level: 3
This spell allows the caster to communicate Ranee: 60 ft
with any sea creature of Animal intelligence or
greater. The caster can understand such creatures I
and respond in the correct tongue. Conversation
with some or all of the sea creatures within the area Components: S, M
of effect is possible, even if they are of different Casting Time: 3
races and do not speak each other’s languages. Duration: Special, up to 1 day
Area of Effect: 1undead Creature
Like the 2nd-level priest spell, speak with ani- Saving Throw: None
mals, this spell does not guarantee that the sea crea-
tures will be friendly toward the caster, they arefree This spell enables the caster to transmit a mes-
to forgo speech and attack him if they wish. Nor sage to an nndead creature. The message forms
does this spell allow the caster to breathe underwa- silently in the mind of the corpse in the natural
ter. Furthermm, conversation is still subject to any voice of the caster. The caster does not need to be
hearing limitations imposed by the environment. within line of sight of the undead creature, if it is
one he currently controls. The caster is not privy to
the mind or thoughts of the undead creature.

The undead recipient is forced to obey only if it
is not a self-willed undead (zombies and skele-
tons) and not under the current control of the
caster. Self-willed undead can do as they please,
but fear of their master may he enough to spur
them into immediate obedience.

The spell establishes a link with the undead
creaturethat enablesup to half as many one-round,
one-sentence messages to be sent as the caster has
levels, rounded down. For example, a 9th level
caster could send four messages to an undead m a -
ture that received this spell, each message requir-
ing a single round to send and consisting of a
single sentence. Even if no commands are sent, the
spell wears off after a day.

Although the creature must be within 40 feet of
the necromancer when the spell is cast, after that
the creature can travel up to a mile away and still
receive commands’.As you might expect, the spell
will not function if the caster and undead minion
are in different domains and the borders of either
domain (or any intervening domain) are closed.

The material component of this spell is the
tongue of a dead man. Casting this spell requires a
Ravenloft powers check.

N o w Common for priests on the Demiplane
of Dread; otherwise, known mostly by necro-
mancer-priests.

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